4041 lines
186 KiB
C
4041 lines
186 KiB
C
/*
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* IWineD3D implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/* Compile time diagnostics: */
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#ifndef DEBUG_SINGLE_MODE
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/* Set to 1 to force only a single display mode to be exposed: */
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#define DEBUG_SINGLE_MODE 0
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#endif
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#include "config.h"
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#include <assert.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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/* The d3d device ID */
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static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
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/* Extension detection */
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static const struct {
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const char *extension_string;
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GL_SupportedExt extension;
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DWORD version;
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} EXTENSION_MAP[] = {
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/* APPLE */
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{"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
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{"GL_APPLE_fence", APPLE_FENCE, 0 },
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{"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
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{"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
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{"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
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/* ATI */
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{"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
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{"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
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{"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
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{"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
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{"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
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/* ARB */
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{"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
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{"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
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{"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
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{"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
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{"GL_ARB_imaging", ARB_IMAGING, 0 },
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{"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
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{"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
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{"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
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{"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
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{"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
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{"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
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{"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
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{"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
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{"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
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{"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
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{"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
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{"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
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{"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
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{"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
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{"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
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{"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
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{"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
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{"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
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{"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
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{"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
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{"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
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/* EXT */
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{"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
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{"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
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{"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
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{"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
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{"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
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{"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
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{"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
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{"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
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{"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
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{"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
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{"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
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{"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
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{"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
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{"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
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{"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
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{"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
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{"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
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{"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
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{"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
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{"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
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{"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
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{"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
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{"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
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{"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
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/* NV */
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{"GL_NV_half_float", NV_HALF_FLOAT, 0 },
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{"GL_NV_fence", NV_FENCE, 0 },
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{"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
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{"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
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{"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
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{"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
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{"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
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{"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
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{"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
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{"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
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{"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
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{"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
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{"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
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{"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
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{"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
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{"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
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{"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
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{"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
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{"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
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/* SGI */
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{"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
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};
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/**********************************************************
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* Utility functions follow
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**********************************************************/
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/* Adapters */
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static int numAdapters = 0;
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static struct WineD3DAdapter Adapters[1];
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static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
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/* lookup tables */
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int minLookup[MAX_LOOKUPS];
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int maxLookup[MAX_LOOKUPS];
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DWORD *stateLookup[MAX_LOOKUPS];
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DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
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DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
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{GL_NEAREST, GL_NEAREST, GL_NEAREST},
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{GL_NEAREST, GL_NEAREST, GL_NEAREST},
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{GL_NEAREST, GL_NEAREST, GL_NEAREST},
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{GL_NEAREST, GL_NEAREST, GL_NEAREST},
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};
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DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
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DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
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GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
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};
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/* drawStridedSlow attributes */
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glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
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glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
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glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
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glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
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glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
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/**
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* Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
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* i.e., there is no GL Context - Get a default rendering context to enable the
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* function query some info from GL.
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*/
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static int wined3d_fake_gl_context_ref = 0;
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static BOOL wined3d_fake_gl_context_foreign;
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static BOOL wined3d_fake_gl_context_available = FALSE;
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static HDC wined3d_fake_gl_context_hdc = NULL;
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static HWND wined3d_fake_gl_context_hwnd = NULL;
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static CRITICAL_SECTION wined3d_fake_gl_context_cs;
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static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
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{
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0, 0, &wined3d_fake_gl_context_cs,
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{ &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
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&wined3d_fake_gl_context_cs_debug.ProcessLocksList },
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0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
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};
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static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
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static void WineD3D_ReleaseFakeGLContext(void) {
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HGLRC glCtx;
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EnterCriticalSection(&wined3d_fake_gl_context_cs);
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if(!wined3d_fake_gl_context_available) {
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TRACE_(d3d_caps)("context not available\n");
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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return;
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}
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glCtx = pwglGetCurrentContext();
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TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
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if (0 == (--wined3d_fake_gl_context_ref) ) {
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if(!wined3d_fake_gl_context_foreign && glCtx) {
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TRACE_(d3d_caps)("destroying fake GL context\n");
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pwglMakeCurrent(NULL, NULL);
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pwglDeleteContext(glCtx);
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}
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if(wined3d_fake_gl_context_hdc)
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ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
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wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
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if(wined3d_fake_gl_context_hwnd)
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DestroyWindow(wined3d_fake_gl_context_hwnd);
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wined3d_fake_gl_context_hwnd = NULL;
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wined3d_fake_gl_context_available = FALSE;
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}
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assert(wined3d_fake_gl_context_ref >= 0);
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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}
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static BOOL WineD3D_CreateFakeGLContext(void) {
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HGLRC glCtx = NULL;
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EnterCriticalSection(&wined3d_fake_gl_context_cs);
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TRACE("getting context...\n");
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if(wined3d_fake_gl_context_ref > 0) goto ret;
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assert(0 == wined3d_fake_gl_context_ref);
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wined3d_fake_gl_context_foreign = TRUE;
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glCtx = pwglGetCurrentContext();
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if (!glCtx) {
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PIXELFORMATDESCRIPTOR pfd;
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int iPixelFormat;
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wined3d_fake_gl_context_foreign = FALSE;
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/* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
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wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
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if(!wined3d_fake_gl_context_hwnd) {
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ERR("HWND creation failed!\n");
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goto fail;
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}
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wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
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if(!wined3d_fake_gl_context_hdc) {
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ERR("GetDC failed!\n");
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goto fail;
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}
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/* PixelFormat selection */
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ZeroMemory(&pfd, sizeof(pfd));
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cColorBits = 32;
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pfd.iLayerType = PFD_MAIN_PLANE;
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iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
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if(!iPixelFormat) {
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/* If this happens something is very wrong as ChoosePixelFormat barely fails */
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ERR("Can't find a suitable iPixelFormat\n");
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goto fail;
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}
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DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
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SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
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/* Create a GL context */
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glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
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if (!glCtx) {
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WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
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goto fail;
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}
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/* Make it the current GL context */
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if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
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WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
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goto fail;
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}
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}
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ret:
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TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
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wined3d_fake_gl_context_ref++;
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wined3d_fake_gl_context_available = TRUE;
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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return TRUE;
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fail:
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if(wined3d_fake_gl_context_hdc)
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ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
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wined3d_fake_gl_context_hdc = NULL;
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if(wined3d_fake_gl_context_hwnd)
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DestroyWindow(wined3d_fake_gl_context_hwnd);
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wined3d_fake_gl_context_hwnd = NULL;
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if(glCtx) pwglDeleteContext(glCtx);
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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return FALSE;
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}
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/* Adjust the amount of used texture memory */
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long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
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UINT Adapter = D3DDevice->adapterNo;
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Adapters[Adapter].UsedTextureRam += glram;
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TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
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return Adapters[Adapter].UsedTextureRam;
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}
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|
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/**********************************************************
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* IUnknown parts follows
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**********************************************************/
|
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|
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static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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|
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DDevice)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
|
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}
|
|
|
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static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
|
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
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ULONG refCount = InterlockedIncrement(&This->ref);
|
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|
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TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
|
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return refCount;
|
|
}
|
|
|
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static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
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ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
|
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if (ref == 0) {
|
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HeapFree(GetProcessHeap(), 0, This);
|
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}
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|
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return ref;
|
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}
|
|
|
|
/* Set the shader type for this device, depending on the given capabilities,
|
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* the device type, and the user preferences in wined3d_settings */
|
|
|
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void select_shader_mode(
|
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WineD3D_GL_Info *gl_info,
|
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WINED3DDEVTYPE DeviceType,
|
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int* ps_selected,
|
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int* vs_selected) {
|
|
|
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if (wined3d_settings.vs_mode == VS_NONE) {
|
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*vs_selected = SHADER_NONE;
|
|
} else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
|
|
/* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
|
|
* wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
|
|
* shaders only on this card. */
|
|
if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
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*vs_selected = SHADER_ARB;
|
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else
|
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*vs_selected = SHADER_GLSL;
|
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} else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
|
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*vs_selected = SHADER_ARB;
|
|
} else {
|
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*vs_selected = SHADER_NONE;
|
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}
|
|
|
|
if (wined3d_settings.ps_mode == PS_NONE) {
|
|
*ps_selected = SHADER_NONE;
|
|
} else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
|
|
*ps_selected = SHADER_GLSL;
|
|
} else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
|
|
*ps_selected = SHADER_ARB;
|
|
} else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
|
|
*ps_selected = SHADER_ATI;
|
|
} else {
|
|
*ps_selected = SHADER_NONE;
|
|
}
|
|
}
|
|
|
|
/** Select the number of report maximum shader constants based on the selected shader modes */
|
|
static void select_shader_max_constants(
|
|
int ps_selected_mode,
|
|
int vs_selected_mode,
|
|
WineD3D_GL_Info *gl_info) {
|
|
|
|
switch (vs_selected_mode) {
|
|
case SHADER_GLSL:
|
|
/* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
|
|
gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
|
|
break;
|
|
case SHADER_ARB:
|
|
/* We have to subtract any other PARAMs that we might use in our shader programs.
|
|
* ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
|
|
* and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
|
|
gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
|
|
break;
|
|
default:
|
|
gl_info->max_vshader_constantsF = 0;
|
|
break;
|
|
}
|
|
|
|
switch (ps_selected_mode) {
|
|
case SHADER_GLSL:
|
|
/* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
|
|
* In theory the texbem instruction may need one more shader constant too. But lets assume
|
|
* that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
|
|
* and lets not take away a uniform needlessly from all other shaders.
|
|
*/
|
|
gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
|
|
break;
|
|
case SHADER_ARB:
|
|
/* The arb shader only loads the bump mapping environment matrix into the shader if it finds
|
|
* a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
|
|
*/
|
|
gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
|
|
break;
|
|
default:
|
|
gl_info->max_pshader_constantsF = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/**********************************************************
|
|
* IWineD3D parts follows
|
|
**********************************************************/
|
|
|
|
#define GLINFO_LOCATION (*gl_info)
|
|
static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
|
|
GLuint prog;
|
|
BOOL ret = FALSE;
|
|
const char *testcode =
|
|
"!!ARBvp1.0\n"
|
|
"PARAM C[66] = { program.env[0..65] };\n"
|
|
"ADDRESS A0;"
|
|
"PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
|
|
"ARL A0.x, zero.x;\n"
|
|
"MOV result.position, C[A0.x + 65];\n"
|
|
"END\n";
|
|
|
|
while(glGetError());
|
|
GL_EXTCALL(glGenProgramsARB(1, &prog));
|
|
if(!prog) {
|
|
ERR("Failed to create an ARB offset limit test program\n");
|
|
}
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
|
|
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
|
|
strlen(testcode), testcode));
|
|
if(glGetError() != 0) {
|
|
TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
|
|
TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
|
|
ret = TRUE;
|
|
} else TRACE("OpenGL implementation allows offsets > 63\n");
|
|
|
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
|
|
checkGLcall("ARB vp offset limit test cleanup\n");
|
|
|
|
return ret;
|
|
}
|
|
|
|
static DWORD ver_for_ext(GL_SupportedExt ext)
|
|
{
|
|
unsigned int i;
|
|
for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
|
|
if(EXTENSION_MAP[i].extension == ext) {
|
|
return EXTENSION_MAP[i].version;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
|
|
const char *GL_Extensions = NULL;
|
|
const char *WGL_Extensions = NULL;
|
|
const char *gl_string = NULL;
|
|
const char *gl_string_cursor = NULL;
|
|
GLint gl_max;
|
|
GLfloat gl_floatv[2];
|
|
int major = 1, minor = 0;
|
|
BOOL return_value = TRUE;
|
|
unsigned i;
|
|
HDC hdc;
|
|
unsigned int vidmem=0;
|
|
|
|
TRACE_(d3d_caps)("(%p)\n", gl_info);
|
|
|
|
ENTER_GL();
|
|
|
|
gl_string = (const char *) glGetString(GL_RENDERER);
|
|
if (NULL == gl_string)
|
|
gl_string = "None";
|
|
strcpy(gl_info->gl_renderer, gl_string);
|
|
|
|
gl_string = (const char *) glGetString(GL_VENDOR);
|
|
TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
|
|
if (gl_string != NULL) {
|
|
/* Fill in the GL vendor */
|
|
if (strstr(gl_string, "NVIDIA")) {
|
|
gl_info->gl_vendor = VENDOR_NVIDIA;
|
|
} else if (strstr(gl_string, "ATI")) {
|
|
gl_info->gl_vendor = VENDOR_ATI;
|
|
} else if (strstr(gl_string, "Intel(R)") ||
|
|
strstr(gl_info->gl_renderer, "Intel(R)") ||
|
|
strstr(gl_string, "Intel Inc.")) {
|
|
gl_info->gl_vendor = VENDOR_INTEL;
|
|
} else if (strstr(gl_string, "Mesa")) {
|
|
gl_info->gl_vendor = VENDOR_MESA;
|
|
} else {
|
|
gl_info->gl_vendor = VENDOR_WINE;
|
|
}
|
|
} else {
|
|
gl_info->gl_vendor = VENDOR_WINE;
|
|
}
|
|
|
|
|
|
TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
|
|
|
|
/* Parse the GL_VERSION field into major and minor information */
|
|
gl_string = (const char *) glGetString(GL_VERSION);
|
|
if (gl_string != NULL) {
|
|
|
|
/* First, parse the generic opengl version. This is supposed not to be convoluted with
|
|
* driver specific information
|
|
*/
|
|
gl_string_cursor = gl_string;
|
|
major = atoi(gl_string_cursor);
|
|
if(major <= 0) {
|
|
ERR("Invalid opengl major version: %d\n", major);
|
|
}
|
|
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
|
|
++gl_string_cursor;
|
|
}
|
|
if (*gl_string_cursor++ != '.') {
|
|
ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
|
|
}
|
|
minor = atoi(gl_string_cursor);
|
|
TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
|
|
gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
|
|
|
|
/* Now parse the driver specific string which we'll report to the app */
|
|
switch (gl_info->gl_vendor) {
|
|
case VENDOR_NVIDIA:
|
|
gl_string_cursor = strstr(gl_string, "NVIDIA");
|
|
if (!gl_string_cursor) {
|
|
ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
|
|
break;
|
|
}
|
|
|
|
gl_string_cursor = strstr(gl_string_cursor, " ");
|
|
if (!gl_string_cursor) {
|
|
ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
|
|
break;
|
|
}
|
|
|
|
while (*gl_string_cursor == ' ') {
|
|
++gl_string_cursor;
|
|
}
|
|
|
|
if (!*gl_string_cursor) {
|
|
ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
|
|
break;
|
|
}
|
|
|
|
major = atoi(gl_string_cursor);
|
|
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
|
|
++gl_string_cursor;
|
|
}
|
|
|
|
if (*gl_string_cursor++ != '.') {
|
|
ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
|
|
break;
|
|
}
|
|
|
|
minor = atoi(gl_string_cursor);
|
|
minor = major*100+minor;
|
|
major = 10;
|
|
|
|
break;
|
|
|
|
case VENDOR_ATI:
|
|
major = minor = 0;
|
|
gl_string_cursor = strchr(gl_string, '-');
|
|
if (gl_string_cursor) {
|
|
int error = 0;
|
|
gl_string_cursor++;
|
|
|
|
/* Check if version number is of the form x.y.z */
|
|
if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
|
|
error = 1;
|
|
if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
|
|
error = 1;
|
|
if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
|
|
error = 1;
|
|
if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
|
|
error = 1;
|
|
|
|
/* Mark version number as malformed */
|
|
if (error)
|
|
gl_string_cursor = 0;
|
|
}
|
|
|
|
if (!gl_string_cursor)
|
|
WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
|
|
else {
|
|
major = *gl_string_cursor - '0';
|
|
minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
|
|
}
|
|
break;
|
|
|
|
case VENDOR_INTEL:
|
|
/* Apple and Mesa version strings look differently, but both provide intel drivers */
|
|
if(strstr(gl_string, "APPLE")) {
|
|
/* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
|
|
* We only need the first part, and use the APPLE as identification
|
|
* "1.2 APPLE-1.4.56"
|
|
*/
|
|
gl_string_cursor = gl_string;
|
|
major = atoi(gl_string_cursor);
|
|
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
|
|
++gl_string_cursor;
|
|
}
|
|
|
|
if (*gl_string_cursor++ != '.') {
|
|
ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
|
|
break;
|
|
}
|
|
|
|
minor = atoi(gl_string_cursor);
|
|
break;
|
|
}
|
|
|
|
case VENDOR_MESA:
|
|
gl_string_cursor = strstr(gl_string, "Mesa");
|
|
gl_string_cursor = strstr(gl_string_cursor, " ");
|
|
while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
|
|
if (*gl_string_cursor) {
|
|
char tmp[16];
|
|
int cursor = 0;
|
|
|
|
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
|
|
tmp[cursor++] = *gl_string_cursor;
|
|
++gl_string_cursor;
|
|
}
|
|
tmp[cursor] = 0;
|
|
major = atoi(tmp);
|
|
|
|
if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
|
|
++gl_string_cursor;
|
|
|
|
cursor = 0;
|
|
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
|
|
tmp[cursor++] = *gl_string_cursor;
|
|
++gl_string_cursor;
|
|
}
|
|
tmp[cursor] = 0;
|
|
minor = atoi(tmp);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
major = 0;
|
|
minor = 9;
|
|
}
|
|
gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
|
|
TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
|
|
/* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
|
|
gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
|
|
} else {
|
|
FIXME("OpenGL driver did not return version information\n");
|
|
gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
|
|
gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
|
|
}
|
|
|
|
TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
|
|
|
|
/*
|
|
* Initialize openGL extension related variables
|
|
* with Default values
|
|
*/
|
|
memset(&gl_info->supported, 0, sizeof(gl_info->supported));
|
|
gl_info->max_buffers = 1;
|
|
gl_info->max_textures = 1;
|
|
gl_info->max_texture_stages = 1;
|
|
gl_info->max_fragment_samplers = 1;
|
|
gl_info->max_vertex_samplers = 0;
|
|
gl_info->max_combined_samplers = 0;
|
|
gl_info->max_sampler_stages = 1;
|
|
gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
|
|
gl_info->ps_arb_max_temps = 0;
|
|
gl_info->ps_arb_max_instructions = 0;
|
|
gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
|
|
gl_info->vs_arb_max_temps = 0;
|
|
gl_info->vs_arb_max_instructions = 0;
|
|
gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
|
|
gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
|
|
gl_info->vs_glsl_constantsF = 0;
|
|
gl_info->ps_glsl_constantsF = 0;
|
|
gl_info->vs_arb_constantsF = 0;
|
|
gl_info->ps_arb_constantsF = 0;
|
|
|
|
/* Retrieve opengl defaults */
|
|
glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
|
|
gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
|
|
TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
|
|
|
|
glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
|
|
gl_info->max_lights = gl_max;
|
|
TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
|
|
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
|
|
gl_info->max_texture_size = gl_max;
|
|
TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
|
|
|
|
glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
|
|
gl_info->max_pointsizemin = gl_floatv[0];
|
|
gl_info->max_pointsize = gl_floatv[1];
|
|
TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
|
|
|
|
/* Parse the gl supported features, in theory enabling parts of our code appropriately */
|
|
GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
|
|
TRACE_(d3d_caps)("GL_Extensions reported:\n");
|
|
|
|
if (NULL == GL_Extensions) {
|
|
ERR(" GL_Extensions returns NULL\n");
|
|
} else {
|
|
while (*GL_Extensions != 0x00) {
|
|
const char *Start;
|
|
char ThisExtn[256];
|
|
size_t len;
|
|
|
|
while (isspace(*GL_Extensions)) GL_Extensions++;
|
|
Start = GL_Extensions;
|
|
while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
|
|
GL_Extensions++;
|
|
}
|
|
|
|
len = GL_Extensions - Start;
|
|
if (len == 0 || len >= sizeof(ThisExtn))
|
|
continue;
|
|
|
|
memcpy(ThisExtn, Start, len);
|
|
ThisExtn[len] = '\0';
|
|
TRACE_(d3d_caps)("- %s\n", ThisExtn);
|
|
|
|
for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
|
|
if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
|
|
TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
|
|
gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
/* Now work out what GL support this card really has */
|
|
#define USE_GL_FUNC(type, pfn, ext, replace) { \
|
|
DWORD ver = ver_for_ext(ext); \
|
|
if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
|
|
else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
|
|
else gl_info->pfn = NULL; \
|
|
}
|
|
GL_EXT_FUNCS_GEN;
|
|
#undef USE_GL_FUNC
|
|
|
|
#define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
|
|
WGL_EXT_FUNCS_GEN;
|
|
#undef USE_GL_FUNC
|
|
|
|
/* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
|
|
* loading the functions, otherwise the code above will load the extension entry points instead of the
|
|
* core functions, which may not work
|
|
*/
|
|
for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
|
|
if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
|
|
EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
|
|
TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
|
|
gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
|
|
}
|
|
}
|
|
|
|
if (gl_info->supported[APPLE_FENCE]) {
|
|
/* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
|
|
* The apple extension interacts with some other apple exts. Disable the NV
|
|
* extension if the apple one is support to prevent confusion in other parts
|
|
* of the code
|
|
*/
|
|
gl_info->supported[NV_FENCE] = FALSE;
|
|
}
|
|
if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
|
|
/* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
|
|
*
|
|
* The enums are the same:
|
|
* GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
|
|
* GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
|
|
* GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
|
|
* GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
|
|
* GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
|
|
*/
|
|
if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
|
|
TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
|
|
gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
|
|
}
|
|
if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
|
|
TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
|
|
gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
|
|
}
|
|
}
|
|
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
|
|
TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
|
|
gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
|
|
}
|
|
if (gl_info->supported[NV_TEXTURE_SHADER2]) {
|
|
/* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
|
|
* Won't occur in any real world situation though
|
|
*/
|
|
gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
|
|
if(gl_info->supported[NV_REGISTER_COMBINERS]) {
|
|
/* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
|
|
* are supported. The nv extensions provide the same functionality as the
|
|
* ATI one, and a bit more(signed pixelformats)
|
|
*/
|
|
gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
|
|
}
|
|
}
|
|
if (gl_info->supported[ARB_DRAW_BUFFERS]) {
|
|
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
|
|
gl_info->max_buffers = gl_max;
|
|
TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
|
|
}
|
|
if (gl_info->supported[ARB_MULTITEXTURE]) {
|
|
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
|
|
gl_info->max_textures = min(MAX_TEXTURES, gl_max);
|
|
TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
|
|
|
|
if (gl_info->supported[NV_REGISTER_COMBINERS]) {
|
|
GLint tmp;
|
|
glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
|
|
gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
|
|
} else {
|
|
gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
|
|
}
|
|
TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
|
|
|
|
if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
|
|
GLint tmp;
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
|
|
gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
|
|
} else {
|
|
gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
|
|
}
|
|
TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
|
|
|
|
if (gl_info->supported[ARB_VERTEX_SHADER]) {
|
|
GLint tmp;
|
|
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
|
|
gl_info->max_vertex_samplers = tmp;
|
|
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
|
|
gl_info->max_combined_samplers = tmp;
|
|
|
|
/* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
|
|
* is known at shader link time. In a vertex shader + pixel shader combination this isn't
|
|
* an issue because then the sampler setup only depends on the two shaders. If a pixel
|
|
* shader is used with fixed function vertex processing we're fine too because fixed function
|
|
* vertex processing doesn't use any samplers. If fixed function fragment processing is
|
|
* used we have to make sure that all vertex sampler setups are valid together with all
|
|
* possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
|
|
* <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
|
|
* dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
|
|
* dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
|
|
* a fixed function pipeline anymore.
|
|
*
|
|
* So this is just a check to check that our assumption holds true. If not, write a warning
|
|
* and reduce the number of vertex samplers or probably disable vertex texture fetch.
|
|
*/
|
|
if(gl_info->max_vertex_samplers &&
|
|
MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
|
|
FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
|
|
gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
|
|
FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
|
|
if( gl_info->max_combined_samplers > MAX_TEXTURES )
|
|
gl_info->max_vertex_samplers =
|
|
gl_info->max_combined_samplers - MAX_TEXTURES;
|
|
else
|
|
gl_info->max_vertex_samplers = 0;
|
|
}
|
|
} else {
|
|
gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
|
|
}
|
|
TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
|
|
TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
|
|
}
|
|
if (gl_info->supported[ARB_VERTEX_BLEND]) {
|
|
glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
|
|
gl_info->max_blends = gl_max;
|
|
TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
|
|
}
|
|
if (gl_info->supported[EXT_TEXTURE3D]) {
|
|
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
|
|
gl_info->max_texture3d_size = gl_max;
|
|
TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
|
|
}
|
|
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
|
|
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
|
|
gl_info->max_anisotropy = gl_max;
|
|
TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
|
|
}
|
|
if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
|
|
gl_info->ps_arb_version = PS_VERSION_11;
|
|
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
|
|
gl_info->ps_arb_constantsF = gl_max;
|
|
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
|
|
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
|
|
gl_info->ps_arb_max_temps = gl_max;
|
|
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
|
|
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
|
|
gl_info->ps_arb_max_instructions = gl_max;
|
|
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
|
|
}
|
|
if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
|
|
gl_info->vs_arb_version = VS_VERSION_11;
|
|
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
|
|
gl_info->vs_arb_constantsF = gl_max;
|
|
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
|
|
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
|
|
gl_info->vs_arb_max_temps = gl_max;
|
|
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
|
|
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
|
|
gl_info->vs_arb_max_instructions = gl_max;
|
|
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
|
|
|
|
gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
|
|
}
|
|
if (gl_info->supported[ARB_VERTEX_SHADER]) {
|
|
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
|
|
gl_info->vs_glsl_constantsF = gl_max / 4;
|
|
TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
|
|
}
|
|
if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
|
|
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
|
|
gl_info->ps_glsl_constantsF = gl_max / 4;
|
|
TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
|
|
glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
|
|
gl_info->max_glsl_varyings = gl_max;
|
|
TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
|
|
}
|
|
if (gl_info->supported[EXT_VERTEX_SHADER]) {
|
|
gl_info->vs_ati_version = VS_VERSION_11;
|
|
}
|
|
if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
|
|
gl_info->vs_nv_version = VS_VERSION_30;
|
|
} else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
|
|
gl_info->vs_nv_version = VS_VERSION_20;
|
|
} else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
|
|
gl_info->vs_nv_version = VS_VERSION_11;
|
|
} else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
|
|
gl_info->vs_nv_version = VS_VERSION_10;
|
|
}
|
|
if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
|
|
gl_info->ps_nv_version = PS_VERSION_30;
|
|
} else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
|
|
gl_info->ps_nv_version = PS_VERSION_20;
|
|
}
|
|
if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
|
|
glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
|
|
} else {
|
|
gl_info->max_shininess = 128.0;
|
|
}
|
|
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
|
|
/* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
|
|
* This saves a few redundant glDisable calls
|
|
*/
|
|
gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
|
|
}
|
|
if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
|
|
/* Disable NV_register_combiners and fragment shader if this is supported.
|
|
* generally the NV extensions are preferred over the ATI ones, and this
|
|
* extension is disabled if register_combiners and texture_shader2 are both
|
|
* supported. So we reach this place only if we have incomplete NV dxlevel 8
|
|
* fragment processing support
|
|
*/
|
|
gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
|
|
gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
|
|
gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
|
|
gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
|
|
gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
|
|
}
|
|
|
|
}
|
|
checkGLcall("extension detection\n");
|
|
|
|
/* In some cases the number of texture stages can be larger than the number
|
|
* of samplers. The GF4 for example can use only 2 samplers (no fragment
|
|
* shaders), but 8 texture stages (register combiners). */
|
|
gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
|
|
|
|
/* We can only use ORM_FBO when the hardware supports it. */
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
|
|
WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
|
|
wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
|
|
}
|
|
|
|
/* MRTs are currently only supported when FBOs are used. */
|
|
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
|
|
gl_info->max_buffers = 1;
|
|
}
|
|
|
|
/* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
|
|
* features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
|
|
* in case of the latest videocards in the number of pixel/vertex pipelines.
|
|
*
|
|
* A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
|
|
* rendering. Various games use this information to get a rough estimation of the features of the card
|
|
* and some might use it for enabling 3d effects only on certain types of videocards. In some cases
|
|
* games might even use it to work around bugs which happen on certain videocards/driver combinations.
|
|
* The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
|
|
* not the PCI id.
|
|
*
|
|
* Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
|
|
* the renderer string and translate this to the right PCI id. This is a lot of work because there are more
|
|
* than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
|
|
* be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
|
|
* Another way would be to query the PCI id from the operating system (assuming this is the videocard which
|
|
* is used for rendering which is not always the case). This would work but it is not very portable. Second
|
|
* it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
|
|
* is limited.
|
|
*
|
|
* As said most games only use the PCI id to get an indication of the capabilities of the card.
|
|
* It doesn't really matter if the given id is the correct one if we return the id of a card with
|
|
* similar 3d features.
|
|
*
|
|
* The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
|
|
* Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
|
|
* is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
|
|
* won't pass we return a default card. This way is better than maintaining a full card database as even
|
|
* without a full database we can return a card with similar features. Second the size of the database
|
|
* can be made quite small because when you know what type of 3d functionality a card has, you know to which
|
|
* GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
|
|
* to distinguishes between different models from that family.
|
|
*
|
|
* The code also selects a default amount of video memory which we will use for an estimation of the amount
|
|
* of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
|
|
* memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
|
|
* system memory can be addressed by the system but we can make a reasonable estimation about the amount of
|
|
* video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
|
|
* makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
|
|
* memory behind our backs if really needed.
|
|
* Note that the amount of video memory can be overruled using a registry setting.
|
|
*/
|
|
switch (gl_info->gl_vendor) {
|
|
case VENDOR_NVIDIA:
|
|
/* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
|
|
* shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
|
|
*/
|
|
if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
|
|
/* Geforce8 - highend */
|
|
if (strstr(gl_info->gl_renderer, "8800")) {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
|
|
vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
|
|
}
|
|
/* Geforce8 - midend mobile */
|
|
else if(strstr(gl_info->gl_renderer, "8600 M")) {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
|
|
vidmem = 512;
|
|
}
|
|
/* Geforce8 - midend */
|
|
else if(strstr(gl_info->gl_renderer, "8600") ||
|
|
strstr(gl_info->gl_renderer, "8700"))
|
|
{
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
|
|
vidmem = 256;
|
|
}
|
|
/* Geforce8 - lowend */
|
|
else if(strstr(gl_info->gl_renderer, "8300") ||
|
|
strstr(gl_info->gl_renderer, "8400") ||
|
|
strstr(gl_info->gl_renderer, "8500"))
|
|
{
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
|
|
vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
|
|
}
|
|
/* Geforce7 - highend */
|
|
else if(strstr(gl_info->gl_renderer, "7800") ||
|
|
strstr(gl_info->gl_renderer, "7900") ||
|
|
strstr(gl_info->gl_renderer, "7950") ||
|
|
strstr(gl_info->gl_renderer, "Quadro FX 4") ||
|
|
strstr(gl_info->gl_renderer, "Quadro FX 5"))
|
|
{
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
|
|
vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
|
|
}
|
|
/* Geforce7 midend */
|
|
else if(strstr(gl_info->gl_renderer, "7600") ||
|
|
strstr(gl_info->gl_renderer, "7700")) {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
|
|
vidmem = 256; /* The 7600 uses 256-512MB */
|
|
/* Geforce7 lower medium */
|
|
} else if(strstr(gl_info->gl_renderer, "7400")) {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
|
|
vidmem = 256; /* The 7400 uses 256-512MB */
|
|
}
|
|
/* Geforce7 lowend */
|
|
else if(strstr(gl_info->gl_renderer, "7300")) {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
|
|
vidmem = 256; /* Mac Pros with this card have 256 MB */
|
|
}
|
|
/* Geforce6 highend */
|
|
else if(strstr(gl_info->gl_renderer, "6800"))
|
|
{
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
|
|
vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
|
|
}
|
|
/* Geforce6 - midend */
|
|
else if(strstr(gl_info->gl_renderer, "6600") ||
|
|
strstr(gl_info->gl_renderer, "6610") ||
|
|
strstr(gl_info->gl_renderer, "6700"))
|
|
{
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
|
|
vidmem = 128; /* A 6600GT has 128-256MB */
|
|
}
|
|
/* Geforce6/7 lowend */
|
|
else {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
|
|
vidmem = 64; /* */
|
|
}
|
|
} else if(WINE_D3D9_CAPABLE(gl_info)) {
|
|
/* GeforceFX - highend */
|
|
if (strstr(gl_info->gl_renderer, "5800") ||
|
|
strstr(gl_info->gl_renderer, "5900") ||
|
|
strstr(gl_info->gl_renderer, "5950") ||
|
|
strstr(gl_info->gl_renderer, "Quadro FX"))
|
|
{
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
|
|
vidmem = 256; /* 5800-5900 cards use 256MB */
|
|
}
|
|
/* GeforceFX - midend */
|
|
else if(strstr(gl_info->gl_renderer, "5600") ||
|
|
strstr(gl_info->gl_renderer, "5650") ||
|
|
strstr(gl_info->gl_renderer, "5700") ||
|
|
strstr(gl_info->gl_renderer, "5750"))
|
|
{
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
|
|
vidmem = 128; /* A 5600 uses 128-256MB */
|
|
}
|
|
/* GeforceFX - lowend */
|
|
else {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
|
|
vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
|
|
}
|
|
} else if(WINE_D3D8_CAPABLE(gl_info)) {
|
|
if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
|
|
vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
|
|
}
|
|
else {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
|
|
vidmem = 64; /* Geforce3 cards have 64-128MB */
|
|
}
|
|
} else if(WINE_D3D7_CAPABLE(gl_info)) {
|
|
if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
|
|
vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
|
|
}
|
|
else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
|
|
vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
|
|
}
|
|
else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
|
|
vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
|
|
}
|
|
else {
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
|
|
vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
|
|
}
|
|
} else {
|
|
if (strstr(gl_info->gl_renderer, "TNT2")) {
|
|
gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
|
|
vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
|
|
}
|
|
else {
|
|
gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
|
|
vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
|
|
}
|
|
}
|
|
break;
|
|
case VENDOR_ATI:
|
|
if(WINE_D3D9_CAPABLE(gl_info)) {
|
|
/* Radeon R6xx HD2900 - highend */
|
|
if (strstr(gl_info->gl_renderer, "HD 2900")) {
|
|
gl_info->gl_card = CARD_ATI_RADEON_HD2900;
|
|
vidmem = 512; /* HD2900 uses 512-1024MB */
|
|
}
|
|
/* Radeon R6xx HD2600- midend */
|
|
else if (strstr(gl_info->gl_renderer, "HD 2600")) {
|
|
gl_info->gl_card = CARD_ATI_RADEON_HD2600;
|
|
vidmem = 256; /* HD2600 uses 256-512MB */
|
|
}
|
|
/* Radeon R6xx HD2300/HD2400 - lowend */
|
|
else if (strstr(gl_info->gl_renderer, "HD 2300") ||
|
|
strstr(gl_info->gl_renderer, "HD 2400"))
|
|
{
|
|
gl_info->gl_card = CARD_ATI_RADEON_HD2300;
|
|
vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
|
|
}
|
|
/* Radeon R5xx */
|
|
else if (strstr(gl_info->gl_renderer, "X1600") ||
|
|
strstr(gl_info->gl_renderer, "X1650") ||
|
|
strstr(gl_info->gl_renderer, "X1800") ||
|
|
strstr(gl_info->gl_renderer, "X1900") ||
|
|
strstr(gl_info->gl_renderer, "X1950"))
|
|
{
|
|
gl_info->gl_card = CARD_ATI_RADEON_X1600;
|
|
vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
|
|
}
|
|
/* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
|
|
else if(strstr(gl_info->gl_renderer, "X700") ||
|
|
strstr(gl_info->gl_renderer, "X800") ||
|
|
strstr(gl_info->gl_renderer, "X850") ||
|
|
strstr(gl_info->gl_renderer, "X1300") ||
|
|
strstr(gl_info->gl_renderer, "X1400") ||
|
|
strstr(gl_info->gl_renderer, "X1450") ||
|
|
strstr(gl_info->gl_renderer, "X1550"))
|
|
{
|
|
gl_info->gl_card = CARD_ATI_RADEON_X700;
|
|
vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
|
|
}
|
|
/* Radeon R3xx */
|
|
else {
|
|
gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
|
|
vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
|
|
}
|
|
} else if(WINE_D3D8_CAPABLE(gl_info)) {
|
|
gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
|
|
vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
|
|
} else if(WINE_D3D7_CAPABLE(gl_info)) {
|
|
gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
|
|
vidmem = 32; /* There are models with up to 64MB */
|
|
} else {
|
|
gl_info->gl_card = CARD_ATI_RAGE_128PRO;
|
|
vidmem = 16; /* There are 16-32MB models */
|
|
}
|
|
break;
|
|
case VENDOR_INTEL:
|
|
if (strstr(gl_info->gl_renderer, "GMA 950")) {
|
|
/* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
|
|
gl_info->gl_card = CARD_INTEL_I945GM;
|
|
vidmem = 64;
|
|
} else if (strstr(gl_info->gl_renderer, "915GM")) {
|
|
gl_info->gl_card = CARD_INTEL_I915GM;
|
|
} else if (strstr(gl_info->gl_renderer, "915G")) {
|
|
gl_info->gl_card = CARD_INTEL_I915G;
|
|
} else if (strstr(gl_info->gl_renderer, "865G")) {
|
|
gl_info->gl_card = CARD_INTEL_I865G;
|
|
} else if (strstr(gl_info->gl_renderer, "855G")) {
|
|
gl_info->gl_card = CARD_INTEL_I855G;
|
|
} else if (strstr(gl_info->gl_renderer, "830G")) {
|
|
gl_info->gl_card = CARD_INTEL_I830G;
|
|
} else {
|
|
gl_info->gl_card = CARD_INTEL_I915G;
|
|
}
|
|
break;
|
|
case VENDOR_MESA:
|
|
case VENDOR_WINE:
|
|
default:
|
|
/* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
|
|
* for Nvidia was because the hardware and drivers they make are of good quality. This makes
|
|
* them a good generic choice.
|
|
*/
|
|
gl_info->gl_vendor = VENDOR_NVIDIA;
|
|
if(WINE_D3D9_CAPABLE(gl_info))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
|
|
else if(WINE_D3D8_CAPABLE(gl_info))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
|
|
else if(WINE_D3D7_CAPABLE(gl_info))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE;
|
|
else if(WINE_D3D6_CAPABLE(gl_info))
|
|
gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
|
|
else
|
|
gl_info->gl_card = CARD_NVIDIA_RIVA_128;
|
|
}
|
|
TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
|
|
|
|
/* If we have an estimate use it, else default to 64MB; */
|
|
if(vidmem)
|
|
gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
|
|
else
|
|
gl_info->vidmem = WINE_DEFAULT_VIDMEM;
|
|
|
|
/* Load all the lookup tables
|
|
TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
|
|
minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
|
|
maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
|
|
|
|
for (i = 0; i < MAX_LOOKUPS; i++) {
|
|
stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
|
|
}
|
|
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
|
|
gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
|
|
gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
|
|
gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
|
|
gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
|
|
|
|
magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
|
|
magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
|
|
magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
|
|
magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
|
|
gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
|
|
|
|
|
|
minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
|
|
minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
|
|
minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
|
|
minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
|
|
minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
|
|
minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
|
|
GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
|
|
|
|
/* TODO: config lookups */
|
|
|
|
/* Make sure there's an active HDC else the WGL extensions will fail */
|
|
hdc = pwglGetCurrentDC();
|
|
if (hdc) {
|
|
WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
|
|
TRACE_(d3d_caps)("WGL_Extensions reported:\n");
|
|
|
|
if (NULL == WGL_Extensions) {
|
|
ERR(" WGL_Extensions returns NULL\n");
|
|
} else {
|
|
while (*WGL_Extensions != 0x00) {
|
|
const char *Start;
|
|
char ThisExtn[256];
|
|
size_t len;
|
|
|
|
while (isspace(*WGL_Extensions)) WGL_Extensions++;
|
|
Start = WGL_Extensions;
|
|
while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
|
|
WGL_Extensions++;
|
|
}
|
|
|
|
len = WGL_Extensions - Start;
|
|
if (len == 0 || len >= sizeof(ThisExtn))
|
|
continue;
|
|
|
|
memcpy(ThisExtn, Start, len);
|
|
ThisExtn[len] = '\0';
|
|
TRACE_(d3d_caps)("- %s\n", ThisExtn);
|
|
|
|
if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
|
|
gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
|
|
TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
|
|
}
|
|
if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
|
|
gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
|
|
TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
LEAVE_GL();
|
|
|
|
return return_value;
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
/**********************************************************
|
|
* IWineD3D implementation follows
|
|
**********************************************************/
|
|
|
|
static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
|
|
TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
|
|
return numAdapters;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
|
|
if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
|
|
return NULL;
|
|
}
|
|
|
|
TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
|
|
return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
|
|
}
|
|
|
|
/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
|
|
of the same bpp but different resolutions */
|
|
|
|
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
|
|
static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return 0;
|
|
}
|
|
|
|
/* TODO: Store modes per adapter and read it from the adapter structure */
|
|
if (Adapter == 0) { /* Display */
|
|
int i = 0;
|
|
int j = 0;
|
|
|
|
if (!DEBUG_SINGLE_MODE) {
|
|
DEVMODEW DevModeW;
|
|
|
|
ZeroMemory(&DevModeW, sizeof(DevModeW));
|
|
DevModeW.dmSize = sizeof(DevModeW);
|
|
while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
|
|
j++;
|
|
switch (Format)
|
|
{
|
|
case WINED3DFMT_UNKNOWN:
|
|
/* This is for D3D8, do not enumerate P8 here */
|
|
if (DevModeW.dmBitsPerPel == 32 ||
|
|
DevModeW.dmBitsPerPel == 16) i++;
|
|
break;
|
|
case WINED3DFMT_X8R8G8B8:
|
|
if (DevModeW.dmBitsPerPel == 32) i++;
|
|
break;
|
|
case WINED3DFMT_R5G6B5:
|
|
if (DevModeW.dmBitsPerPel == 16) i++;
|
|
break;
|
|
case WINED3DFMT_P8:
|
|
if (DevModeW.dmBitsPerPel == 8) i++;
|
|
break;
|
|
default:
|
|
/* Skip other modes as they do not match the requested format */
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
i = 1;
|
|
j = 1;
|
|
}
|
|
|
|
TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
|
|
return i;
|
|
} else {
|
|
FIXME_(d3d_caps)("Adapter not primary display\n");
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
|
|
static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
|
|
|
|
/* Validate the parameters as much as possible */
|
|
if (NULL == pMode ||
|
|
Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
|
|
Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* TODO: Store modes per adapter and read it from the adapter structure */
|
|
if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
|
|
DEVMODEW DevModeW;
|
|
int ModeIdx = 0;
|
|
int i = 0;
|
|
int j = 0;
|
|
|
|
ZeroMemory(&DevModeW, sizeof(DevModeW));
|
|
DevModeW.dmSize = sizeof(DevModeW);
|
|
|
|
/* If we are filtering to a specific format (D3D9), then need to skip
|
|
all unrelated modes, but if mode is irrelevant (D3D8), then we can
|
|
just count through the ones with valid bit depths */
|
|
while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
|
|
switch (Format)
|
|
{
|
|
case WINED3DFMT_UNKNOWN:
|
|
/* This is D3D8. Do not enumerate P8 here */
|
|
if (DevModeW.dmBitsPerPel == 32 ||
|
|
DevModeW.dmBitsPerPel == 16) i++;
|
|
break;
|
|
case WINED3DFMT_X8R8G8B8:
|
|
if (DevModeW.dmBitsPerPel == 32) i++;
|
|
break;
|
|
case WINED3DFMT_R5G6B5:
|
|
if (DevModeW.dmBitsPerPel == 16) i++;
|
|
break;
|
|
case WINED3DFMT_P8:
|
|
if (DevModeW.dmBitsPerPel == 8) i++;
|
|
break;
|
|
default:
|
|
/* Modes that don't match what we support can get an early-out */
|
|
TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
if (i == 0) {
|
|
TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
ModeIdx = j - 1;
|
|
|
|
/* Now get the display mode via the calculated index */
|
|
if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
|
|
pMode->Width = DevModeW.dmPelsWidth;
|
|
pMode->Height = DevModeW.dmPelsHeight;
|
|
pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
|
|
if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
|
|
pMode->RefreshRate = DevModeW.dmDisplayFrequency;
|
|
|
|
if (Format == WINED3DFMT_UNKNOWN) {
|
|
pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
|
|
} else {
|
|
pMode->Format = Format;
|
|
}
|
|
} else {
|
|
TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
|
|
pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
|
|
DevModeW.dmBitsPerPel);
|
|
|
|
} else if (DEBUG_SINGLE_MODE) {
|
|
/* Return one setting of the format requested */
|
|
if (Mode > 0) return WINED3DERR_INVALIDCALL;
|
|
pMode->Width = 800;
|
|
pMode->Height = 600;
|
|
pMode->RefreshRate = 60;
|
|
pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
|
|
} else {
|
|
FIXME_(d3d_caps)("Adapter not primary display\n");
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
|
|
|
|
if (NULL == pMode ||
|
|
Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (Adapter == 0) { /* Display */
|
|
int bpp = 0;
|
|
DEVMODEW DevModeW;
|
|
|
|
ZeroMemory(&DevModeW, sizeof(DevModeW));
|
|
DevModeW.dmSize = sizeof(DevModeW);
|
|
|
|
EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
|
|
pMode->Width = DevModeW.dmPelsWidth;
|
|
pMode->Height = DevModeW.dmPelsHeight;
|
|
bpp = DevModeW.dmBitsPerPel;
|
|
pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
|
|
if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
|
|
{
|
|
pMode->RefreshRate = DevModeW.dmDisplayFrequency;
|
|
}
|
|
|
|
pMode->Format = pixelformat_for_depth(bpp);
|
|
} else {
|
|
FIXME_(d3d_caps)("Adapter not primary display\n");
|
|
}
|
|
|
|
TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
|
|
pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
|
|
and fields being inserted in the middle, a new structure is used in place */
|
|
static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
|
|
WINED3DADAPTER_IDENTIFIER* pIdentifier) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
|
|
TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Return the information requested */
|
|
TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
|
|
strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
|
|
strcpy(pIdentifier->Description, Adapters[Adapter].description);
|
|
|
|
/* Note dx8 doesn't supply a DeviceName */
|
|
if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
|
|
pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
|
|
pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
|
|
*(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
|
|
*(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
|
|
*(pIdentifier->SubSysId) = 0;
|
|
*(pIdentifier->Revision) = 0;
|
|
*pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
|
|
|
|
if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
|
|
*(pIdentifier->WHQLLevel) = 0;
|
|
} else {
|
|
*(pIdentifier->WHQLLevel) = 1;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
|
|
short redSize, greenSize, blueSize, alphaSize, colorBits;
|
|
|
|
if(!cfg)
|
|
return FALSE;
|
|
|
|
if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
|
|
if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
|
|
ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
|
|
return FALSE;
|
|
}
|
|
|
|
if(cfg->redSize < redSize)
|
|
return FALSE;
|
|
|
|
if(cfg->greenSize < greenSize)
|
|
return FALSE;
|
|
|
|
if(cfg->blueSize < blueSize)
|
|
return FALSE;
|
|
|
|
if(cfg->alphaSize < alphaSize)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
} else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
|
|
if(Format == WINED3DFMT_R16F)
|
|
return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
|
|
if(Format == WINED3DFMT_G16R16F)
|
|
return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
|
|
if(Format == WINED3DFMT_A16B16G16R16F)
|
|
return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
|
|
if(Format == WINED3DFMT_R32F)
|
|
return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
|
|
if(Format == WINED3DFMT_G32R32F)
|
|
return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
|
|
if(Format == WINED3DFMT_A32B32G32R32F)
|
|
return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
|
|
} else {
|
|
/* Probably a color index mode */
|
|
return FALSE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
|
|
short depthSize, stencilSize;
|
|
BOOL lockable = FALSE;
|
|
|
|
if(!cfg)
|
|
return FALSE;
|
|
|
|
if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
|
|
ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
|
|
return FALSE;
|
|
}
|
|
|
|
if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
|
|
lockable = TRUE;
|
|
|
|
/* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
|
|
* We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
|
|
* a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
|
|
if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
|
|
return FALSE;
|
|
|
|
/* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
|
|
* allow more stencil bits than requested. */
|
|
if(cfg->stencilSize < stencilSize)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
|
|
WINED3DFORMAT AdapterFormat,
|
|
WINED3DFORMAT RenderTargetFormat,
|
|
WINED3DFORMAT DepthStencilFormat) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
int nCfgs;
|
|
WineD3D_PixelFormat *cfgs;
|
|
int it;
|
|
|
|
WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
|
|
This, Adapter,
|
|
DeviceType, debug_d3ddevicetype(DeviceType),
|
|
AdapterFormat, debug_d3dformat(AdapterFormat),
|
|
RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
|
|
DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
cfgs = Adapters[Adapter].cfgs;
|
|
nCfgs = Adapters[Adapter].nCfgs;
|
|
for (it = 0; it < nCfgs; ++it) {
|
|
if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
|
|
if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
|
|
TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
}
|
|
}
|
|
WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
|
|
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
|
|
WINED3DFORMAT SurfaceFormat,
|
|
BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
|
|
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
const GlPixelFormatDesc *glDesc;
|
|
const StaticPixelFormatDesc *desc;
|
|
|
|
TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
|
|
This,
|
|
Adapter,
|
|
DeviceType, debug_d3ddevicetype(DeviceType),
|
|
SurfaceFormat, debug_d3dformat(SurfaceFormat),
|
|
Windowed,
|
|
MultiSampleType,
|
|
pQualityLevels);
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* TODO: handle Windowed, add more quality levels */
|
|
|
|
if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
|
|
|
|
desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
|
|
if(!desc || !glDesc) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
|
|
int i, nCfgs;
|
|
WineD3D_PixelFormat *cfgs;
|
|
|
|
cfgs = Adapters[Adapter].cfgs;
|
|
nCfgs = Adapters[Adapter].nCfgs;
|
|
for(i=0; i<nCfgs; i++) {
|
|
if(cfgs[i].numSamples != MultiSampleType)
|
|
continue;
|
|
|
|
if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
|
|
continue;
|
|
|
|
TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
|
|
|
|
if(pQualityLevels)
|
|
*pQualityLevels = 1; /* Guess at a value! */
|
|
return WINED3D_OK;
|
|
}
|
|
}
|
|
else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
|
|
short redSize, greenSize, blueSize, alphaSize, colorBits;
|
|
int i, nCfgs;
|
|
WineD3D_PixelFormat *cfgs;
|
|
|
|
if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
|
|
ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
cfgs = Adapters[Adapter].cfgs;
|
|
nCfgs = Adapters[Adapter].nCfgs;
|
|
for(i=0; i<nCfgs; i++) {
|
|
if(cfgs[i].numSamples != MultiSampleType)
|
|
continue;
|
|
if(cfgs[i].redSize != redSize)
|
|
continue;
|
|
if(cfgs[i].greenSize != greenSize)
|
|
continue;
|
|
if(cfgs[i].blueSize != blueSize)
|
|
continue;
|
|
if(cfgs[i].alphaSize != alphaSize)
|
|
continue;
|
|
|
|
TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
|
|
|
|
if(pQualityLevels)
|
|
*pQualityLevels = 1; /* Guess at a value! */
|
|
return WINED3D_OK;
|
|
}
|
|
}
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
|
|
WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
|
|
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
HRESULT hr = WINED3DERR_NOTAVAILABLE;
|
|
UINT nmodes;
|
|
|
|
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
|
|
This,
|
|
Adapter,
|
|
DeviceType, debug_d3ddevicetype(DeviceType),
|
|
DisplayFormat, debug_d3dformat(DisplayFormat),
|
|
BackBufferFormat, debug_d3dformat(BackBufferFormat),
|
|
Windowed);
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* The task of this function is to check whether a certain display / backbuffer format
|
|
* combination is available on the given adapter. In fullscreen mode microsoft specified
|
|
* that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
|
|
* and display format should match exactly.
|
|
* In windowed mode format conversion can occur and this depends on the driver. When format
|
|
* conversion is done, this function should nevertheless fail and applications need to use
|
|
* CheckDeviceFormatConversion.
|
|
* At the moment we assume that fullscreen and windowed have the same capabilities */
|
|
|
|
/* There are only 4 display formats */
|
|
if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
|
|
(DisplayFormat == WINED3DFMT_X1R5G5B5) ||
|
|
(DisplayFormat == WINED3DFMT_X8R8G8B8) ||
|
|
(DisplayFormat == WINED3DFMT_A2R10G10B10)))
|
|
{
|
|
TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* If the requested DisplayFormat is not available, don't continue */
|
|
nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
|
|
if(!nmodes) {
|
|
TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
|
|
if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
|
|
TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
|
|
if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
|
|
TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
|
|
if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
|
|
TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
|
|
if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
|
|
TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
|
|
if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
|
|
TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
|
|
hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
|
|
if(FAILED(hr))
|
|
TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
|
|
|
|
return hr;
|
|
}
|
|
|
|
|
|
#define GLINFO_LOCATION Adapters[Adapter].gl_info
|
|
/* Check if we support bumpmapping for a format */
|
|
static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
|
|
{
|
|
if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
|
|
switch (CheckFormat) {
|
|
case WINED3DFMT_V8U8:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
/* TODO: Other bump map formats */
|
|
default:
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
}
|
|
}
|
|
if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
|
|
switch (CheckFormat) {
|
|
case WINED3DFMT_V8U8:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
default:
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
}
|
|
}
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
}
|
|
|
|
/* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
|
|
static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
|
|
{
|
|
int it=0;
|
|
WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
|
|
const GlPixelFormatDesc *glDesc;
|
|
const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
|
|
|
|
/* Fail if we weren't able to get a description of the format */
|
|
if(!desc || !glDesc)
|
|
return FALSE;
|
|
|
|
/* Only allow depth/stencil formats */
|
|
if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
|
|
return FALSE;
|
|
|
|
/* Walk through all WGL pixel formats to find a match */
|
|
cfgs = Adapters[Adapter].cfgs;
|
|
for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
|
|
if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
|
|
if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
|
|
{
|
|
const GlPixelFormatDesc *glDesc;
|
|
const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
|
|
|
|
/* Fail if we weren't able to get a description of the format */
|
|
if(!desc || !glDesc)
|
|
return FALSE;
|
|
|
|
/* The flags entry of a format contains the filtering capability */
|
|
if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
/* Check the render target capabilities of a format */
|
|
static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
|
|
{
|
|
UINT Adapter = 0;
|
|
const GlPixelFormatDesc *glDesc;
|
|
const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
|
|
|
|
/* Fail if we weren't able to get a description of the format */
|
|
if(!desc || !glDesc)
|
|
return FALSE;
|
|
|
|
/* Filter out non-RT formats */
|
|
if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
|
|
return FALSE;
|
|
|
|
if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
|
|
WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
|
|
int it;
|
|
short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
|
|
short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
|
|
|
|
getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
|
|
getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
|
|
|
|
/* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
|
|
* The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
|
|
if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
}
|
|
|
|
/* Check if there is a WGL pixel format matching the requirements, the format should also be window
|
|
* drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
|
|
for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
|
|
if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
|
|
TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
|
|
return TRUE;
|
|
}
|
|
}
|
|
} else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
|
|
/* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
|
|
WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
|
|
int it;
|
|
|
|
/* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
|
|
for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
|
|
if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
|
|
TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
|
|
return TRUE;
|
|
}
|
|
}
|
|
} else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
|
|
/* For now return TRUE for FBOs until we have some proper checks.
|
|
* Note that this function will only be called when the format is around for texturing. */
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
|
|
{
|
|
/* Check for supported sRGB formats (Texture loading and framebuffer) */
|
|
if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
|
|
TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
|
|
return FALSE;
|
|
}
|
|
|
|
switch (CheckFormat) {
|
|
case WINED3DFMT_A8R8G8B8:
|
|
case WINED3DFMT_X8R8G8B8:
|
|
case WINED3DFMT_A4R4G4B4:
|
|
case WINED3DFMT_L8:
|
|
case WINED3DFMT_A8L8:
|
|
case WINED3DFMT_DXT1:
|
|
case WINED3DFMT_DXT2:
|
|
case WINED3DFMT_DXT3:
|
|
case WINED3DFMT_DXT4:
|
|
case WINED3DFMT_DXT5:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
|
|
default:
|
|
TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
|
|
return FALSE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
|
|
{
|
|
/* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
|
|
* doing the color fixup in shaders.
|
|
* Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
|
|
if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
|
|
int vs_selected_mode;
|
|
int ps_selected_mode;
|
|
select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
|
|
|
|
if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
|
|
return FALSE;
|
|
}
|
|
|
|
/* Check if a format support blending in combination with pixel shaders */
|
|
static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
|
|
{
|
|
const GlPixelFormatDesc *glDesc;
|
|
const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
|
|
|
|
/* Fail if we weren't able to get a description of the format */
|
|
if(!desc || !glDesc)
|
|
return FALSE;
|
|
|
|
/* The flags entry of a format contains the post pixel shader blending capability */
|
|
if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
|
|
/* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
|
|
* but we have to report mipmapping so we cannot reject this flag. Tests show that
|
|
* windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
|
|
* that wrapping is supported. The lack of filtering will sort out the mipmapping
|
|
* capability anyway.
|
|
*
|
|
* For now lets report this on all formats, but in the future we may want to
|
|
* restrict it to some should games need that
|
|
*/
|
|
return TRUE;
|
|
}
|
|
|
|
/* Check if a texture format is supported on the given adapter */
|
|
static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
|
|
{
|
|
switch (CheckFormat) {
|
|
|
|
/*****
|
|
* supported: RGB(A) formats
|
|
*/
|
|
case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
|
|
case WINED3DFMT_A8R8G8B8:
|
|
case WINED3DFMT_X8R8G8B8:
|
|
case WINED3DFMT_R5G6B5:
|
|
case WINED3DFMT_X1R5G5B5:
|
|
case WINED3DFMT_A1R5G5B5:
|
|
case WINED3DFMT_A4R4G4B4:
|
|
case WINED3DFMT_R3G3B2:
|
|
case WINED3DFMT_A8:
|
|
case WINED3DFMT_X4R4G4B4:
|
|
case WINED3DFMT_A8B8G8R8:
|
|
case WINED3DFMT_X8B8G8R8:
|
|
case WINED3DFMT_A2R10G10B10:
|
|
case WINED3DFMT_A2B10G10R10:
|
|
case WINED3DFMT_G16R16:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
|
|
/*****
|
|
* supported: Palettized
|
|
*/
|
|
case WINED3DFMT_P8:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
/* No Windows driver offers A8P8, so don't offer it either */
|
|
case WINED3DFMT_A8P8:
|
|
return FALSE;
|
|
|
|
/*****
|
|
* Supported: (Alpha)-Luminance
|
|
*/
|
|
case WINED3DFMT_L8:
|
|
case WINED3DFMT_A8L8:
|
|
case WINED3DFMT_A4L4:
|
|
case WINED3DFMT_L16:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
|
|
/* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
|
|
case WINED3DFMT_D16_LOCKABLE:
|
|
case WINED3DFMT_D16:
|
|
case WINED3DFMT_D15S1:
|
|
case WINED3DFMT_D24X8:
|
|
case WINED3DFMT_D24X4S4:
|
|
case WINED3DFMT_D24S8:
|
|
case WINED3DFMT_D24FS8:
|
|
case WINED3DFMT_D32:
|
|
case WINED3DFMT_D32F_LOCKABLE:
|
|
return FALSE;
|
|
|
|
/*****
|
|
* Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
|
|
* GL_NV_texture_shader), but advertized to make apps happy.
|
|
* Enable some because games often fail when they are not available
|
|
* and are still playable even without bump mapping
|
|
*/
|
|
case WINED3DFMT_V8U8:
|
|
if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
|
|
GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
|
|
return TRUE;
|
|
}
|
|
if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
|
|
/* Shader emulated */
|
|
return TRUE;
|
|
}
|
|
TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
|
|
return FALSE;
|
|
|
|
case WINED3DFMT_X8L8V8U8:
|
|
case WINED3DFMT_L6V5U5:
|
|
if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
|
|
/* Shader emulated */
|
|
return TRUE;
|
|
}
|
|
WARN_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
|
|
case WINED3DFMT_Q8W8V8U8:
|
|
case WINED3DFMT_V16U16:
|
|
if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
|
WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
|
|
return TRUE;
|
|
}
|
|
if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
|
|
/* Shader emulated */
|
|
return TRUE;
|
|
}
|
|
TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
|
|
return FALSE;
|
|
|
|
/* Those are not advertized by the nvidia windows driver, and not
|
|
* supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
|
|
* WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
|
|
* ARGB format if needed
|
|
*/
|
|
case WINED3DFMT_W11V11U10:
|
|
case WINED3DFMT_A2W10V10U10:
|
|
WARN_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
|
|
case WINED3DFMT_DXT1:
|
|
case WINED3DFMT_DXT2:
|
|
case WINED3DFMT_DXT3:
|
|
case WINED3DFMT_DXT4:
|
|
case WINED3DFMT_DXT5:
|
|
if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
}
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
|
|
|
|
/*****
|
|
* Odd formats - not supported
|
|
*/
|
|
case WINED3DFMT_VERTEXDATA:
|
|
case WINED3DFMT_INDEX16:
|
|
case WINED3DFMT_INDEX32:
|
|
case WINED3DFMT_Q16W16V16U16:
|
|
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
|
|
return FALSE;
|
|
|
|
/*****
|
|
* WINED3DFMT_CxV8U8: Not supported right now
|
|
*/
|
|
case WINED3DFMT_CxV8U8:
|
|
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
|
|
return FALSE;
|
|
|
|
/* YUV formats, not supported for now */
|
|
case WINED3DFMT_UYVY:
|
|
case WINED3DFMT_YUY2:
|
|
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
|
|
return FALSE;
|
|
|
|
/* Not supported */
|
|
case WINED3DFMT_A16B16G16R16:
|
|
case WINED3DFMT_A8R3G3B2:
|
|
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
|
|
return FALSE;
|
|
|
|
/* Floating point formats */
|
|
case WINED3DFMT_R16F:
|
|
case WINED3DFMT_A16B16G16R16F:
|
|
if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
}
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
|
|
case WINED3DFMT_R32F:
|
|
case WINED3DFMT_A32B32G32R32F:
|
|
if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
}
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
|
|
case WINED3DFMT_G16R16F:
|
|
case WINED3DFMT_G32R32F:
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
|
|
/* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
|
|
* instancing. To query if the card supports instancing CheckDeviceFormat with the special format
|
|
* MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
|
|
* We can do instancing with all shader versions, but we need vertex shaders.
|
|
*
|
|
* Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
|
|
* to enable instancing. WineD3D doesn't need that and just ignores it.
|
|
*
|
|
* With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
|
|
*/
|
|
case WINEMAKEFOURCC('I','N','S','T'):
|
|
TRACE("ATI Instancing check hack\n");
|
|
if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
}
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
|
|
/* Some weird FOURCC formats */
|
|
case WINED3DFMT_R8G8_B8G8:
|
|
case WINED3DFMT_G8R8_G8B8:
|
|
case WINED3DFMT_MULTI2_ARGB8:
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
|
|
case WINED3DFMT_UNKNOWN:
|
|
return FALSE;
|
|
|
|
default:
|
|
ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
|
|
break;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
|
|
{
|
|
if (!GL_LIMITS(vertex_samplers)) {
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
}
|
|
|
|
switch (CheckFormat) {
|
|
case WINED3DFMT_A32B32G32R32F:
|
|
if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
}
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return TRUE;
|
|
|
|
default:
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return FALSE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
|
|
WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
DWORD UsageCaps = 0;
|
|
|
|
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
|
|
This,
|
|
Adapter,
|
|
DeviceType, debug_d3ddevicetype(DeviceType),
|
|
AdapterFormat, debug_d3dformat(AdapterFormat),
|
|
Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
|
|
RType, debug_d3dresourcetype(RType),
|
|
CheckFormat, debug_d3dformat(CheckFormat));
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(RType == WINED3DRTYPE_CUBETEXTURE) {
|
|
/* Cubetexture allows:
|
|
* - D3DUSAGE_AUTOGENMIPMAP
|
|
* - D3DUSAGE_DEPTHSTENCIL
|
|
* - D3DUSAGE_DYNAMIC
|
|
* - D3DUSAGE_NONSECURE (d3d9ex)
|
|
* - D3DUSAGE_RENDERTARGET
|
|
* - D3DUSAGE_SOFTWAREPROCESSING
|
|
* - D3DUSAGE_QUERY_WRAPANDMIP
|
|
*/
|
|
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
/* Check if the texture format is around */
|
|
if(CheckTextureCapability(Adapter, CheckFormat)) {
|
|
if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
|
|
/* Check for automatic mipmap generation support */
|
|
if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
|
|
UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
|
|
} else {
|
|
/* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
|
|
TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
|
|
}
|
|
}
|
|
|
|
/* Always report dynamic locking */
|
|
if(Usage & WINED3DUSAGE_DYNAMIC)
|
|
UsageCaps |= WINED3DUSAGE_DYNAMIC;
|
|
|
|
if(Usage & WINED3DUSAGE_RENDERTARGET) {
|
|
if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_RENDERTARGET;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Always report software processing */
|
|
if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
|
|
UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
|
|
|
|
/* Check QUERY_FILTER support */
|
|
if(Usage & WINED3DUSAGE_QUERY_FILTER) {
|
|
if(CheckFilterCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_POSTPIXELSHADER_BLENDING support */
|
|
if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
|
|
if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_SRGBREAD support */
|
|
if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
|
|
if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_SRGBWRITE support */
|
|
if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
|
|
if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_VERTEXTEXTURE support */
|
|
if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
|
|
if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_WRAPANDMIP support */
|
|
if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
|
|
if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
} else if(RType == WINED3DRTYPE_SURFACE) {
|
|
/* Surface allows:
|
|
* - D3DUSAGE_DEPTHSTENCIL
|
|
* - D3DUSAGE_NONSECURE (d3d9ex)
|
|
* - D3DUSAGE_RENDERTARGET
|
|
*/
|
|
|
|
if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
|
|
if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
if(Usage & WINED3DUSAGE_RENDERTARGET) {
|
|
if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_RENDERTARGET;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_POSTPIXELSHADER_BLENDING support */
|
|
if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
|
|
if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
} else if(RType == WINED3DRTYPE_TEXTURE) {
|
|
/* Texture allows:
|
|
* - D3DUSAGE_AUTOGENMIPMAP
|
|
* - D3DUSAGE_DEPTHSTENCIL
|
|
* - D3DUSAGE_DMAP
|
|
* - D3DUSAGE_DYNAMIC
|
|
* - D3DUSAGE_NONSECURE (d3d9ex)
|
|
* - D3DUSAGE_RENDERTARGET
|
|
* - D3DUSAGE_SOFTWAREPROCESSING
|
|
* - D3DUSAGE_TEXTAPI (d3d9ex)
|
|
* - D3DUSAGE_QUERY_WRAPANDMIP
|
|
*/
|
|
|
|
/* Check if the texture format is around */
|
|
if(CheckTextureCapability(Adapter, CheckFormat)) {
|
|
if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
|
|
/* Check for automatic mipmap generation support */
|
|
if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
|
|
UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
|
|
} else {
|
|
/* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
|
|
TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
|
|
}
|
|
}
|
|
|
|
/* Always report dynamic locking */
|
|
if(Usage & WINED3DUSAGE_DYNAMIC)
|
|
UsageCaps |= WINED3DUSAGE_DYNAMIC;
|
|
|
|
if(Usage & WINED3DUSAGE_RENDERTARGET) {
|
|
if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_RENDERTARGET;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Always report software processing */
|
|
if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
|
|
UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
|
|
|
|
/* Check QUERY_FILTER support */
|
|
if(Usage & WINED3DUSAGE_QUERY_FILTER) {
|
|
if(CheckFilterCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_LEGACYBUMPMAP support */
|
|
if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
|
|
if(CheckBumpMapCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_POSTPIXELSHADER_BLENDING support */
|
|
if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
|
|
if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_SRGBREAD support */
|
|
if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
|
|
if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_SRGBWRITE support */
|
|
if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
|
|
if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_VERTEXTEXTURE support */
|
|
if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
|
|
if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_WRAPANDMIP support */
|
|
if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
|
|
if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
} else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
|
|
if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
|
|
UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
} else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
|
|
/* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
|
|
* Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
|
|
*
|
|
* Volumetexture allows:
|
|
* - D3DUSAGE_DYNAMIC
|
|
* - D3DUSAGE_NONSECURE (d3d9ex)
|
|
* - D3DUSAGE_SOFTWAREPROCESSING
|
|
* - D3DUSAGE_QUERY_WRAPANDMIP
|
|
*/
|
|
|
|
/* Check volume texture and volume usage caps */
|
|
if(GL_SUPPORT(EXT_TEXTURE3D)) {
|
|
if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
|
|
TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* Always report dynamic locking */
|
|
if(Usage & WINED3DUSAGE_DYNAMIC)
|
|
UsageCaps |= WINED3DUSAGE_DYNAMIC;
|
|
|
|
/* Always report software processing */
|
|
if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
|
|
UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
|
|
|
|
/* Check QUERY_FILTER support */
|
|
if(Usage & WINED3DUSAGE_QUERY_FILTER) {
|
|
if(CheckFilterCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_POSTPIXELSHADER_BLENDING support */
|
|
if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
|
|
if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_SRGBREAD support */
|
|
if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
|
|
if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_SRGBWRITE support */
|
|
if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
|
|
if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_VERTEXTEXTURE support */
|
|
if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
|
|
if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Check QUERY_WRAPANDMIP support */
|
|
if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
|
|
if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
|
|
UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* Filter formats that need conversion; For one part, this conversion is unimplemented,
|
|
* and volume textures are huge, so it would be a big performance hit. Unless we hit an
|
|
* app needing one of those formats, don't advertize them to avoid leading apps into
|
|
* temptation. The windows drivers don't support most of those formats on volumes anyway,
|
|
* except of R32F.
|
|
*/
|
|
switch(CheckFormat) {
|
|
case WINED3DFMT_P8:
|
|
case WINED3DFMT_A4L4:
|
|
case WINED3DFMT_R32F:
|
|
case WINED3DFMT_R16F:
|
|
case WINED3DFMT_X8L8V8U8:
|
|
case WINED3DFMT_L6V5U5:
|
|
case WINED3DFMT_G16R16:
|
|
TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
|
|
case WINED3DFMT_Q8W8V8U8:
|
|
case WINED3DFMT_V16U16:
|
|
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
|
TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_V8U8:
|
|
if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
|
|
TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_DXT1:
|
|
case WINED3DFMT_DXT2:
|
|
case WINED3DFMT_DXT3:
|
|
case WINED3DFMT_DXT4:
|
|
case WINED3DFMT_DXT5:
|
|
/* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
|
|
* compressed texture results in an error. While the D3D refrast does
|
|
* support s3tc volumes, at least the nvidia windows driver does not, so
|
|
* we're free not to support this format.
|
|
*/
|
|
TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
|
|
default:
|
|
/* Do nothing, continue with checking the format below */
|
|
break;
|
|
}
|
|
} else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
|
|
/* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
|
|
TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* This format is nothing special and it is supported perfectly.
|
|
* However, ati and nvidia driver on windows do not mark this format as
|
|
* supported (tested with the dxCapsViewer) and pretending to
|
|
* support this format uncovers a bug in Battlefield 1942 (fonts are missing)
|
|
* So do the same as Windows drivers and pretend not to support it on dx8 and 9
|
|
* Enable it on dx7. It will need additional checking on dx10 when we support it.
|
|
*/
|
|
if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
|
|
* WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
|
|
* usage flags match. */
|
|
if(UsageCaps == Usage) {
|
|
return WINED3D_OK;
|
|
} else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
|
|
return WINED3DOK_NOAUTOGEN;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
|
|
WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
|
|
FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
|
|
This,
|
|
Adapter,
|
|
DeviceType, debug_d3ddevicetype(DeviceType),
|
|
SourceFormat, debug_d3dformat(SourceFormat),
|
|
TargetFormat, debug_d3dformat(TargetFormat));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
|
|
const shader_backend_t *ret;
|
|
int vs_selected_mode;
|
|
int ps_selected_mode;
|
|
|
|
select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
|
|
if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
|
|
ret = &glsl_shader_backend;
|
|
} else if (vs_selected_mode == SHADER_ARB && ps_selected_mode != SHADER_NONE &&
|
|
!GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
|
|
ret = &atifs_shader_backend;
|
|
} else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
|
|
ret = &arb_program_shader_backend;
|
|
} else {
|
|
ret = &none_shader_backend;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
|
|
subset of a D3DCAPS9 structure. However, it has to come via a void *
|
|
as the d3d8 interface cannot import the d3d9 header */
|
|
static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
|
|
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
int vs_selected_mode;
|
|
int ps_selected_mode;
|
|
struct shader_caps shader_caps;
|
|
const shader_backend_t *shader_backend;
|
|
|
|
TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
|
|
|
|
/* This function should *not* be modifying GL caps
|
|
* TODO: move the functionality where it belongs */
|
|
select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
|
|
|
|
/* ------------------------------------------------
|
|
The following fields apply to both d3d8 and d3d9
|
|
------------------------------------------------ */
|
|
pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
|
|
pCaps->AdapterOrdinal = Adapter;
|
|
|
|
pCaps->Caps = 0;
|
|
pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
|
|
WINED3DCAPS2_FULLSCREENGAMMA |
|
|
WINED3DCAPS2_DYNAMICTEXTURES;
|
|
if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
|
|
pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
|
|
}
|
|
pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
|
|
pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
|
|
WINED3DPRESENT_INTERVAL_ONE;
|
|
|
|
pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
|
|
WINED3DCURSORCAPS_LOWRES;
|
|
|
|
pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
|
|
WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
|
|
WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
|
|
WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
|
|
WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
|
|
WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
|
|
WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
|
|
WINED3DDEVCAPS_PUREDEVICE |
|
|
WINED3DDEVCAPS_HWRASTERIZATION |
|
|
WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
|
|
WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
|
|
WINED3DDEVCAPS_CANRENDERAFTERFLIP |
|
|
WINED3DDEVCAPS_DRAWPRIMITIVES2 |
|
|
WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
|
|
WINED3DDEVCAPS_RTPATCHES;
|
|
|
|
pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
|
|
WINED3DPMISCCAPS_CULLCCW |
|
|
WINED3DPMISCCAPS_CULLCW |
|
|
WINED3DPMISCCAPS_COLORWRITEENABLE |
|
|
WINED3DPMISCCAPS_CLIPTLVERTS |
|
|
WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
|
|
WINED3DPMISCCAPS_MASKZ |
|
|
WINED3DPMISCCAPS_BLENDOP;
|
|
/* TODO:
|
|
WINED3DPMISCCAPS_NULLREFERENCE
|
|
WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
|
|
WINED3DPMISCCAPS_FOGANDSPECULARALPHA
|
|
WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
|
|
WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
|
|
WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
|
|
|
|
if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
|
|
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
|
|
|
|
pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
|
|
WINED3DPRASTERCAPS_PAT |
|
|
WINED3DPRASTERCAPS_WFOG |
|
|
WINED3DPRASTERCAPS_ZFOG |
|
|
WINED3DPRASTERCAPS_FOGVERTEX |
|
|
WINED3DPRASTERCAPS_FOGTABLE |
|
|
WINED3DPRASTERCAPS_STIPPLE |
|
|
WINED3DPRASTERCAPS_SUBPIXEL |
|
|
WINED3DPRASTERCAPS_ZTEST |
|
|
WINED3DPRASTERCAPS_SCISSORTEST |
|
|
WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
|
|
WINED3DPRASTERCAPS_DEPTHBIAS;
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
|
|
WINED3DPRASTERCAPS_ZBIAS |
|
|
WINED3DPRASTERCAPS_MIPMAPLODBIAS;
|
|
}
|
|
if(GL_SUPPORT(NV_FOG_DISTANCE)) {
|
|
pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
|
|
}
|
|
/* FIXME Add:
|
|
WINED3DPRASTERCAPS_COLORPERSPECTIVE
|
|
WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
|
|
WINED3DPRASTERCAPS_ANTIALIASEDGES
|
|
WINED3DPRASTERCAPS_ZBUFFERLESSHSR
|
|
WINED3DPRASTERCAPS_WBUFFER */
|
|
|
|
pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
|
|
WINED3DPCMPCAPS_EQUAL |
|
|
WINED3DPCMPCAPS_GREATER |
|
|
WINED3DPCMPCAPS_GREATEREQUAL |
|
|
WINED3DPCMPCAPS_LESS |
|
|
WINED3DPCMPCAPS_LESSEQUAL |
|
|
WINED3DPCMPCAPS_NEVER |
|
|
WINED3DPCMPCAPS_NOTEQUAL;
|
|
|
|
pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
|
|
WINED3DPBLENDCAPS_BOTHSRCALPHA |
|
|
WINED3DPBLENDCAPS_DESTALPHA |
|
|
WINED3DPBLENDCAPS_DESTCOLOR |
|
|
WINED3DPBLENDCAPS_INVDESTALPHA |
|
|
WINED3DPBLENDCAPS_INVDESTCOLOR |
|
|
WINED3DPBLENDCAPS_INVSRCALPHA |
|
|
WINED3DPBLENDCAPS_INVSRCCOLOR |
|
|
WINED3DPBLENDCAPS_ONE |
|
|
WINED3DPBLENDCAPS_SRCALPHA |
|
|
WINED3DPBLENDCAPS_SRCALPHASAT |
|
|
WINED3DPBLENDCAPS_SRCCOLOR |
|
|
WINED3DPBLENDCAPS_ZERO;
|
|
|
|
pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
|
|
WINED3DPBLENDCAPS_DESTCOLOR |
|
|
WINED3DPBLENDCAPS_INVDESTALPHA |
|
|
WINED3DPBLENDCAPS_INVDESTCOLOR |
|
|
WINED3DPBLENDCAPS_INVSRCALPHA |
|
|
WINED3DPBLENDCAPS_INVSRCCOLOR |
|
|
WINED3DPBLENDCAPS_ONE |
|
|
WINED3DPBLENDCAPS_SRCALPHA |
|
|
WINED3DPBLENDCAPS_SRCCOLOR |
|
|
WINED3DPBLENDCAPS_ZERO;
|
|
/* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
|
|
* according to the glBlendFunc manpage
|
|
*
|
|
* WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
|
|
* legacy settings for srcblend only
|
|
*/
|
|
|
|
if( GL_SUPPORT(EXT_BLEND_COLOR)) {
|
|
pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
|
|
pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
|
|
}
|
|
|
|
|
|
pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
|
|
WINED3DPCMPCAPS_EQUAL |
|
|
WINED3DPCMPCAPS_GREATER |
|
|
WINED3DPCMPCAPS_GREATEREQUAL |
|
|
WINED3DPCMPCAPS_LESS |
|
|
WINED3DPCMPCAPS_LESSEQUAL |
|
|
WINED3DPCMPCAPS_NEVER |
|
|
WINED3DPCMPCAPS_NOTEQUAL;
|
|
|
|
pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
|
|
WINED3DPSHADECAPS_COLORGOURAUDRGB |
|
|
WINED3DPSHADECAPS_ALPHAFLATBLEND |
|
|
WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
|
|
WINED3DPSHADECAPS_COLORFLATRGB |
|
|
WINED3DPSHADECAPS_FOGFLAT |
|
|
WINED3DPSHADECAPS_FOGGOURAUD |
|
|
WINED3DPSHADECAPS_SPECULARFLATRGB;
|
|
|
|
pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
|
|
WINED3DPTEXTURECAPS_ALPHAPALETTE |
|
|
WINED3DPTEXTURECAPS_BORDER |
|
|
WINED3DPTEXTURECAPS_MIPMAP |
|
|
WINED3DPTEXTURECAPS_PROJECTED |
|
|
WINED3DPTEXTURECAPS_PERSPECTIVE;
|
|
|
|
if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
|
|
pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
|
|
WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
|
|
}
|
|
|
|
if( GL_SUPPORT(EXT_TEXTURE3D)) {
|
|
pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
|
|
WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
|
|
WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
|
|
}
|
|
|
|
if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
|
|
WINED3DPTEXTURECAPS_MIPCUBEMAP |
|
|
WINED3DPTEXTURECAPS_CUBEMAP_POW2;
|
|
|
|
}
|
|
|
|
pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
|
|
WINED3DPTFILTERCAPS_MAGFPOINT |
|
|
WINED3DPTFILTERCAPS_MINFLINEAR |
|
|
WINED3DPTFILTERCAPS_MINFPOINT |
|
|
WINED3DPTFILTERCAPS_MIPFLINEAR |
|
|
WINED3DPTFILTERCAPS_MIPFPOINT |
|
|
WINED3DPTFILTERCAPS_LINEAR |
|
|
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
|
|
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
|
|
WINED3DPTFILTERCAPS_MIPLINEAR |
|
|
WINED3DPTFILTERCAPS_MIPNEAREST |
|
|
WINED3DPTFILTERCAPS_NEAREST;
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
|
|
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
|
|
}
|
|
|
|
if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
|
|
WINED3DPTFILTERCAPS_MAGFPOINT |
|
|
WINED3DPTFILTERCAPS_MINFLINEAR |
|
|
WINED3DPTFILTERCAPS_MINFPOINT |
|
|
WINED3DPTFILTERCAPS_MIPFLINEAR |
|
|
WINED3DPTFILTERCAPS_MIPFPOINT |
|
|
WINED3DPTFILTERCAPS_LINEAR |
|
|
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
|
|
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
|
|
WINED3DPTFILTERCAPS_MIPLINEAR |
|
|
WINED3DPTFILTERCAPS_MIPNEAREST |
|
|
WINED3DPTFILTERCAPS_NEAREST;
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
|
|
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
|
|
}
|
|
} else
|
|
pCaps->CubeTextureFilterCaps = 0;
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE3D)) {
|
|
pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
|
|
WINED3DPTFILTERCAPS_MAGFPOINT |
|
|
WINED3DPTFILTERCAPS_MINFLINEAR |
|
|
WINED3DPTFILTERCAPS_MINFPOINT |
|
|
WINED3DPTFILTERCAPS_MIPFLINEAR |
|
|
WINED3DPTFILTERCAPS_MIPFPOINT |
|
|
WINED3DPTFILTERCAPS_LINEAR |
|
|
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
|
|
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
|
|
WINED3DPTFILTERCAPS_MIPLINEAR |
|
|
WINED3DPTFILTERCAPS_MIPNEAREST |
|
|
WINED3DPTFILTERCAPS_NEAREST;
|
|
} else
|
|
pCaps->VolumeTextureFilterCaps = 0;
|
|
|
|
pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
|
|
WINED3DPTADDRESSCAPS_CLAMP |
|
|
WINED3DPTADDRESSCAPS_WRAP;
|
|
|
|
if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
|
|
pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
|
|
}
|
|
if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
|
|
pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
|
|
}
|
|
if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
|
|
pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
|
|
}
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE3D)) {
|
|
pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
|
|
WINED3DPTADDRESSCAPS_CLAMP |
|
|
WINED3DPTADDRESSCAPS_WRAP;
|
|
if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
|
|
pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
|
|
}
|
|
if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
|
|
pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
|
|
}
|
|
if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
|
|
pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
|
|
}
|
|
} else
|
|
pCaps->VolumeTextureAddressCaps = 0;
|
|
|
|
pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
|
|
WINED3DLINECAPS_ZTEST;
|
|
/* FIXME: Add
|
|
WINED3DLINECAPS_BLEND
|
|
WINED3DLINECAPS_ALPHACMP
|
|
WINED3DLINECAPS_FOG */
|
|
|
|
pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
|
|
pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
|
|
|
|
if(GL_SUPPORT(EXT_TEXTURE3D))
|
|
pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
|
|
else
|
|
pCaps->MaxVolumeExtent = 0;
|
|
|
|
pCaps->MaxTextureRepeat = 32768;
|
|
pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
|
|
pCaps->MaxVertexW = 1.0;
|
|
|
|
pCaps->GuardBandLeft = 0;
|
|
pCaps->GuardBandTop = 0;
|
|
pCaps->GuardBandRight = 0;
|
|
pCaps->GuardBandBottom = 0;
|
|
|
|
pCaps->ExtentsAdjust = 0;
|
|
|
|
pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
|
|
WINED3DSTENCILCAPS_INCRSAT |
|
|
WINED3DSTENCILCAPS_INVERT |
|
|
WINED3DSTENCILCAPS_KEEP |
|
|
WINED3DSTENCILCAPS_REPLACE |
|
|
WINED3DSTENCILCAPS_ZERO;
|
|
if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
|
|
pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
|
|
WINED3DSTENCILCAPS_INCR;
|
|
}
|
|
if ( This->dxVersion > 8 &&
|
|
( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
|
|
GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
|
|
pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
|
|
}
|
|
|
|
pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
|
|
|
|
pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
|
|
pCaps->MaxActiveLights = GL_LIMITS(lights);
|
|
|
|
pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
|
|
pCaps->MaxVertexBlendMatrixIndex = 0;
|
|
|
|
pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
|
|
pCaps->MaxPointSize = GL_LIMITS(pointsize);
|
|
|
|
|
|
pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
|
|
WINED3DVTXPCAPS_MATERIALSOURCE7 |
|
|
WINED3DVTXPCAPS_POSITIONALLIGHTS |
|
|
WINED3DVTXPCAPS_LOCALVIEWER |
|
|
WINED3DVTXPCAPS_VERTEXFOG |
|
|
WINED3DVTXPCAPS_TEXGEN;
|
|
/* FIXME: Add
|
|
D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
|
|
|
|
pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
|
|
pCaps->MaxVertexIndex = 0xFFFFF;
|
|
pCaps->MaxStreams = MAX_STREAMS;
|
|
pCaps->MaxStreamStride = 1024;
|
|
|
|
/* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
|
|
pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
|
|
/* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
|
|
pCaps->MaxNpatchTessellationLevel = 0;
|
|
pCaps->MasterAdapterOrdinal = 0;
|
|
pCaps->AdapterOrdinalInGroup = 0;
|
|
pCaps->NumberOfAdaptersInGroup = 1;
|
|
|
|
pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
|
|
|
|
pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
|
|
WINED3DPTFILTERCAPS_MAGFPOINT |
|
|
WINED3DPTFILTERCAPS_MINFLINEAR |
|
|
WINED3DPTFILTERCAPS_MAGFLINEAR;
|
|
pCaps->VertexTextureFilterCaps = 0;
|
|
|
|
memset(&shader_caps, 0, sizeof(shader_caps));
|
|
shader_backend = select_shader_backend(Adapter, DeviceType);
|
|
shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
|
|
|
|
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
|
|
pCaps->PrimitiveMiscCaps |= shader_caps.PrimitiveMiscCaps;
|
|
|
|
/* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
|
|
* Ignore shader model capabilities if disabled in config
|
|
*/
|
|
if(vs_selected_mode == SHADER_NONE) {
|
|
TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
|
|
pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
|
|
pCaps->MaxVertexShaderConst = 0;
|
|
} else {
|
|
pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
|
|
pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
|
|
}
|
|
|
|
if(ps_selected_mode == SHADER_NONE) {
|
|
TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
|
|
pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
|
|
pCaps->PixelShader1xMaxValue = 0.0;
|
|
} else {
|
|
pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
|
|
pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
|
|
}
|
|
|
|
pCaps->TextureOpCaps = shader_caps.TextureOpCaps;
|
|
pCaps->MaxTextureBlendStages = shader_caps.MaxTextureBlendStages;
|
|
pCaps->MaxSimultaneousTextures = shader_caps.MaxSimultaneousTextures;
|
|
pCaps->VS20Caps = shader_caps.VS20Caps;
|
|
pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
|
|
pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
|
|
pCaps->PS20Caps = shader_caps.PS20Caps;
|
|
pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
|
|
pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
|
|
|
|
/* The following caps are shader specific, but they are things we cannot detect, or which
|
|
* are the same among all shader models. So to avoid code duplication set the shader version
|
|
* specific, but otherwise constant caps here
|
|
*/
|
|
if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
|
|
/* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
|
|
use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
|
|
pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
|
|
pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
|
|
pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
|
|
pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
|
|
|
|
pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
|
|
pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
|
|
} else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
|
|
pCaps->VS20Caps.Caps = 0;
|
|
pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
|
|
pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
|
|
pCaps->VS20Caps.StaticFlowControlDepth = 1;
|
|
|
|
pCaps->MaxVShaderInstructionsExecuted = 65535;
|
|
pCaps->MaxVertexShader30InstructionSlots = 0;
|
|
} else { /* VS 1.x */
|
|
pCaps->VS20Caps.Caps = 0;
|
|
pCaps->VS20Caps.DynamicFlowControlDepth = 0;
|
|
pCaps->VS20Caps.NumTemps = 0;
|
|
pCaps->VS20Caps.StaticFlowControlDepth = 0;
|
|
|
|
pCaps->MaxVShaderInstructionsExecuted = 0;
|
|
pCaps->MaxVertexShader30InstructionSlots = 0;
|
|
}
|
|
|
|
if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
|
|
/* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
|
|
use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
|
|
|
|
/* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
|
|
pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
|
|
WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
|
|
WINED3DPS20CAPS_PREDICATION |
|
|
WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
|
|
WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
|
|
pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
|
|
pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
|
|
pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
|
|
pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
|
|
|
|
pCaps->MaxPShaderInstructionsExecuted = 65535;
|
|
pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
|
|
} else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
|
|
/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
|
|
pCaps->PS20Caps.Caps = 0;
|
|
pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
|
|
pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
|
|
pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
|
|
pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
|
|
|
|
pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
|
|
pCaps->MaxPixelShader30InstructionSlots = 0;
|
|
} else { /* PS 1.x */
|
|
pCaps->PS20Caps.Caps = 0;
|
|
pCaps->PS20Caps.DynamicFlowControlDepth = 0;
|
|
pCaps->PS20Caps.NumTemps = 0;
|
|
pCaps->PS20Caps.StaticFlowControlDepth = 0;
|
|
pCaps->PS20Caps.NumInstructionSlots = 0;
|
|
|
|
pCaps->MaxPShaderInstructionsExecuted = 0;
|
|
pCaps->MaxPixelShader30InstructionSlots = 0;
|
|
}
|
|
|
|
if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
|
|
/* OpenGL supports all the formats below, perhaps not always
|
|
* without conversion, but it supports them.
|
|
* Further GLSL doesn't seem to have an official unsigned type so
|
|
* don't advertise it yet as I'm not sure how we handle it.
|
|
* We might need to add some clamping in the shader engine to
|
|
* support it.
|
|
* TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
|
|
pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
|
|
WINED3DDTCAPS_UBYTE4N |
|
|
WINED3DDTCAPS_SHORT2N |
|
|
WINED3DDTCAPS_SHORT4N;
|
|
if (GL_SUPPORT(NV_HALF_FLOAT)) {
|
|
pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
|
|
WINED3DDTCAPS_FLOAT16_4;
|
|
}
|
|
} else
|
|
pCaps->DeclTypes = 0;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
|
|
and fields being inserted in the middle, a new structure is used in place */
|
|
static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
|
|
DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
|
|
IUnknown *parent) {
|
|
|
|
IWineD3DDeviceImpl *object = NULL;
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
WINED3DDISPLAYMODE mode;
|
|
int i;
|
|
|
|
/* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
|
|
* number and create a device without a 3D adapter for 2D only operation.
|
|
*/
|
|
if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Create a WineD3DDevice object */
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
|
|
*ppReturnedDeviceInterface = (IWineD3DDevice *)object;
|
|
TRACE("Created WineD3DDevice object @ %p\n", object);
|
|
if (NULL == object) {
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
/* Set up initial COM information */
|
|
object->lpVtbl = &IWineD3DDevice_Vtbl;
|
|
object->ref = 1;
|
|
object->wineD3D = iface;
|
|
object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
|
|
IWineD3D_AddRef(object->wineD3D);
|
|
object->parent = parent;
|
|
list_init(&object->resources);
|
|
list_init(&object->shaders);
|
|
|
|
if(This->dxVersion == 7) {
|
|
object->surface_alignment = 8;
|
|
} else {
|
|
object->surface_alignment = 4;
|
|
}
|
|
object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
|
|
|
|
/* Set the state up as invalid until the device is fully created */
|
|
object->state = WINED3DERR_DRIVERINTERNALERROR;
|
|
|
|
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
|
|
hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
|
|
|
|
/* Save the creation parameters */
|
|
object->createParms.AdapterOrdinal = Adapter;
|
|
object->createParms.DeviceType = DeviceType;
|
|
object->createParms.hFocusWindow = hFocusWindow;
|
|
object->createParms.BehaviorFlags = BehaviourFlags;
|
|
|
|
/* Initialize other useful values */
|
|
object->adapterNo = Adapter;
|
|
object->devType = DeviceType;
|
|
|
|
select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
|
|
object->shader_backend = select_shader_backend(Adapter, DeviceType);
|
|
|
|
/* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
|
|
* model can deal with that. It is essentially the same, just with adjusted
|
|
* Set*ShaderConstantF implementations
|
|
*/
|
|
if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
|
|
object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
|
|
}
|
|
|
|
/* set the state of the device to valid */
|
|
object->state = WINED3D_OK;
|
|
|
|
/* Get the initial screen setup for ddraw */
|
|
IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
|
|
|
|
object->ddraw_width = mode.Width;
|
|
object->ddraw_height = mode.Height;
|
|
object->ddraw_format = mode.Format;
|
|
|
|
for(i = 0; i < PATCHMAP_SIZE; i++) {
|
|
list_init(&object->patches[i]);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
IUnknown_AddRef(This->parent);
|
|
*pParent = This->parent;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
|
|
IUnknown* surfaceParent;
|
|
TRACE("(%p) call back\n", pSurface);
|
|
|
|
/* Now, release the parent, which will take care of cleaning up the surface for us */
|
|
IWineD3DSurface_GetParent(pSurface, &surfaceParent);
|
|
IUnknown_Release(surfaceParent);
|
|
return IUnknown_Release(surfaceParent);
|
|
}
|
|
|
|
ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
|
|
IUnknown* volumeParent;
|
|
TRACE("(%p) call back\n", pVolume);
|
|
|
|
/* Now, release the parent, which will take care of cleaning up the volume for us */
|
|
IWineD3DVolume_GetParent(pVolume, &volumeParent);
|
|
IUnknown_Release(volumeParent);
|
|
return IUnknown_Release(volumeParent);
|
|
}
|
|
|
|
static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
|
|
/* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
|
|
* the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
|
|
* detect the Apple OpenGL implementation to apply some extension fixups afterwards.
|
|
*
|
|
* Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
|
|
* aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
|
|
* So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
|
|
* like client storage might be supported on other implementations too, but GL_APPLE_flush_render
|
|
* is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
|
|
* the chance that other implementations support them is rather small since Win32 QuickTime uses
|
|
* DirectDraw, not OpenGL.
|
|
*/
|
|
if(gl_info->supported[APPLE_FENCE] &&
|
|
gl_info->supported[APPLE_CLIENT_STORAGE] &&
|
|
gl_info->supported[APPLE_FLUSH_RENDER] &&
|
|
gl_info->supported[APPLE_YCBCR_422]) {
|
|
TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
|
|
TRACE_(d3d_caps)("Activating MacOS fixups\n");
|
|
return TRUE;
|
|
} else {
|
|
TRACE_(d3d_caps)("Apple extensions are not supported\n");
|
|
TRACE_(d3d_caps)("Not activating MacOS fixups\n");
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
#define GLINFO_LOCATION (*gl_info)
|
|
static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
|
|
/* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
|
|
* but glTexSubImage from a PBO fails miserably, with the first line repeated over
|
|
* all the texture. This function detects this bug by its symptom and disables PBOs
|
|
* if the test fails.
|
|
*
|
|
* The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
|
|
* GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
|
|
* for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
|
|
* read back is compared to the original. If they are equal PBOs are assumed to work,
|
|
* otherwise the PBO extension is disabled.
|
|
*/
|
|
GLuint texture, pbo;
|
|
static const unsigned int pattern[] = {
|
|
0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
|
|
0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
|
|
0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
|
|
0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
|
|
};
|
|
unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
|
|
|
|
if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
|
|
/* No PBO -> No point in testing them */
|
|
return;
|
|
}
|
|
|
|
while(glGetError());
|
|
glGenTextures(1, &texture);
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
|
|
checkGLcall("Specifying the PBO test texture\n");
|
|
|
|
GL_EXTCALL(glGenBuffersARB(1, &pbo));
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
|
|
GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
|
|
checkGLcall("Specifying the PBO test pbo\n");
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
|
checkGLcall("Loading the PBO test texture\n");
|
|
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
|
glFinish(); /* just to be sure */
|
|
|
|
memset(check, 0, sizeof(check));
|
|
glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
|
|
checkGLcall("Reading back the PBO test texture\n");
|
|
|
|
glDeleteTextures(1, &texture);
|
|
GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
|
|
checkGLcall("PBO test cleanup\n");
|
|
|
|
if(memcmp(check, pattern, sizeof(check)) != 0) {
|
|
WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
|
|
WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
|
|
gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
|
|
} else {
|
|
TRACE_(d3d_caps)("PBO test successful\n");
|
|
}
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
/* Certain applications(Steam) complain if we report an outdated driver version. In general,
|
|
* reporting a driver version is moot because we are not the Windows driver, and we have different
|
|
* bugs, features, etc.
|
|
*
|
|
* If a card is not found in this table, the gl driver version is reported
|
|
*/
|
|
struct driver_version_information {
|
|
WORD vendor; /* reported PCI card vendor ID */
|
|
WORD card; /* reported PCI card device ID */
|
|
WORD hipart_hi, hipart_lo; /* driver hiword to report */
|
|
WORD lopart_hi, lopart_lo; /* driver loword to report */
|
|
};
|
|
|
|
static const struct driver_version_information driver_version_table[] = {
|
|
/* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
|
|
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
|
|
|
|
/* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
|
|
{VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
|
|
{VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
|
|
{VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
|
|
{VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
|
|
{VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
|
|
{VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
|
|
|
|
/* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
|
|
};
|
|
|
|
static void fixup_extensions(WineD3D_GL_Info *gl_info) {
|
|
unsigned int i;
|
|
BOOL apple = implementation_is_apple(gl_info);
|
|
|
|
if(apple) {
|
|
/* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
|
|
* used it falls back to software. While the compiler can detect if the shader uses all declared
|
|
* uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
|
|
* using relative addressing falls back to software.
|
|
*
|
|
* ARB vp gives the correct amount of uniforms, so use it instead of GLSL
|
|
*/
|
|
if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
|
|
FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
|
|
} else {
|
|
TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
|
|
gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
|
|
gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
|
|
}
|
|
|
|
/* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
|
|
* these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
|
|
* If real NP2 textures are used, the driver falls back to software. So remove the supported
|
|
* flag for this extension
|
|
*/
|
|
if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
|
|
if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
|
|
gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
|
|
gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
|
|
TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
|
|
gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
|
|
gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
|
|
}
|
|
}
|
|
|
|
/* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
|
|
* with fixed function fragment processing. Ideally this flag should be detected with a test shader
|
|
* and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
|
|
* do not like vertex shaders in feedback mode and return an error, even though it should be valid
|
|
* according to the spec.
|
|
*
|
|
* We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
|
|
* makes the shader slower and eats instruction slots which should be available to the d3d app.
|
|
*
|
|
* ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
|
|
* all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
|
|
* this workaround is activated on cards that do not need it, it won't break things, just affect
|
|
* performance negatively.
|
|
*/
|
|
if(gl_info->gl_vendor == VENDOR_INTEL ||
|
|
(gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
|
|
TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
|
|
gl_info->set_texcoord_w = TRUE;
|
|
}
|
|
}
|
|
|
|
/* Find out if PBOs work as they are supposed to */
|
|
test_pbo_functionality(gl_info);
|
|
|
|
/* Fixup the driver version */
|
|
for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
|
|
if(gl_info->gl_vendor == driver_version_table[i].vendor &&
|
|
gl_info->gl_card == driver_version_table[i].card) {
|
|
TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
|
|
|
|
gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
|
|
driver_version_table[i].lopart_lo);
|
|
gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
|
|
driver_version_table[i].hipart_lo);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void invalid_func(void *data) {
|
|
ERR("Invalid vertex attribute function called\n");
|
|
DebugBreak();
|
|
}
|
|
|
|
#define GLINFO_LOCATION (Adapters[0].gl_info)
|
|
|
|
/* Helper functions for providing vertex data to opengl. The arrays are initialized based on
|
|
* the extension detection and are used in drawStridedSlow
|
|
*/
|
|
static void position_d3dcolor(void *data) {
|
|
DWORD pos = *((DWORD *) data);
|
|
|
|
FIXME("Add a test for fixed function position from d3dcolor type\n");
|
|
glVertex4s(D3DCOLOR_B_R(pos),
|
|
D3DCOLOR_B_G(pos),
|
|
D3DCOLOR_B_B(pos),
|
|
D3DCOLOR_B_A(pos));
|
|
}
|
|
static void position_float4(void *data) {
|
|
GLfloat *pos = (float *) data;
|
|
|
|
if (pos[3] < eps && pos[3] > -eps)
|
|
glVertex3fv(pos);
|
|
else {
|
|
float w = 1.0 / pos[3];
|
|
|
|
glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
|
|
}
|
|
}
|
|
|
|
static void diffuse_d3dcolor(void *data) {
|
|
DWORD diffuseColor = *((DWORD *) data);
|
|
|
|
glColor4ub(D3DCOLOR_B_R(diffuseColor),
|
|
D3DCOLOR_B_G(diffuseColor),
|
|
D3DCOLOR_B_B(diffuseColor),
|
|
D3DCOLOR_B_A(diffuseColor));
|
|
}
|
|
|
|
static void specular_d3dcolor(void *data) {
|
|
DWORD specularColor = *((DWORD *) data);
|
|
|
|
GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
|
|
D3DCOLOR_B_G(specularColor),
|
|
D3DCOLOR_B_B(specularColor));
|
|
}
|
|
static void warn_no_specular_func(void *data) {
|
|
WARN("GL_EXT_secondary_color not supported\n");
|
|
}
|
|
|
|
void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
|
|
position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
|
|
position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
|
|
position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
|
|
position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
|
|
position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
|
|
position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
|
|
|
|
diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
|
|
diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
|
|
diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
|
|
diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
|
|
diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
|
|
diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
|
|
diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
|
|
diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
|
|
diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
|
|
diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
|
|
diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
|
|
diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
|
|
diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
|
|
diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
|
|
diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
|
|
diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
|
|
diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
|
|
|
|
/* No 4 component entry points here */
|
|
specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
|
|
if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
|
|
} else {
|
|
specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
|
|
}
|
|
specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
|
|
if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
|
|
} else {
|
|
specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
|
|
}
|
|
specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
|
|
specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
|
|
|
|
/* Only 3 component entry points here. Test how others behave. Float4 normals are used
|
|
* by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
|
|
*/
|
|
normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
|
|
normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
|
|
normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
|
|
normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
|
|
}
|
|
|
|
#define PUSH1(att) attribs[nAttribs++] = (att);
|
|
BOOL InitAdapters(void) {
|
|
static HMODULE mod_gl;
|
|
BOOL ret;
|
|
int ps_selected_mode, vs_selected_mode;
|
|
|
|
/* No need to hold any lock. The calling library makes sure only one thread calls
|
|
* wined3d simultaneously
|
|
*/
|
|
if(numAdapters > 0) return Adapters[0].opengl;
|
|
|
|
TRACE("Initializing adapters\n");
|
|
|
|
if(!mod_gl) {
|
|
#ifdef USE_WIN32_OPENGL
|
|
#define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
|
|
mod_gl = LoadLibraryA("opengl32.dll");
|
|
if(!mod_gl) {
|
|
ERR("Can't load opengl32.dll!\n");
|
|
goto nogl_adapter;
|
|
}
|
|
#else
|
|
#define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
|
|
/* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
|
|
mod_gl = GetModuleHandleA("gdi32.dll");
|
|
#endif
|
|
}
|
|
|
|
/* Load WGL core functions from opengl32.dll */
|
|
#define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
|
|
WGL_FUNCS_GEN;
|
|
#undef USE_WGL_FUNC
|
|
|
|
if(!pwglGetProcAddress) {
|
|
ERR("Unable to load wglGetProcAddress!\n");
|
|
goto nogl_adapter;
|
|
}
|
|
|
|
/* Dynamically load all GL core functions */
|
|
GL_FUNCS_GEN;
|
|
#undef USE_GL_FUNC
|
|
|
|
/* For now only one default adapter */
|
|
{
|
|
int iPixelFormat;
|
|
int attribs[10];
|
|
int values[10];
|
|
int nAttribs = 0;
|
|
int res;
|
|
int i;
|
|
WineD3D_PixelFormat *cfgs;
|
|
int attribute;
|
|
DISPLAY_DEVICEW DisplayDevice;
|
|
HDC hdc;
|
|
|
|
TRACE("Initializing default adapter\n");
|
|
Adapters[0].num = 0;
|
|
Adapters[0].monitorPoint.x = -1;
|
|
Adapters[0].monitorPoint.y = -1;
|
|
|
|
if (!WineD3D_CreateFakeGLContext()) {
|
|
ERR("Failed to get a gl context for default adapter\n");
|
|
WineD3D_ReleaseFakeGLContext();
|
|
goto nogl_adapter;
|
|
}
|
|
|
|
ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
|
|
if(!ret) {
|
|
ERR("Failed to initialize gl caps for default adapter\n");
|
|
WineD3D_ReleaseFakeGLContext();
|
|
goto nogl_adapter;
|
|
}
|
|
ret = initPixelFormats(&Adapters[0].gl_info);
|
|
if(!ret) {
|
|
ERR("Failed to init gl formats\n");
|
|
WineD3D_ReleaseFakeGLContext();
|
|
goto nogl_adapter;
|
|
}
|
|
|
|
hdc = pwglGetCurrentDC();
|
|
if(!hdc) {
|
|
ERR("Failed to get gl HDC\n");
|
|
WineD3D_ReleaseFakeGLContext();
|
|
goto nogl_adapter;
|
|
}
|
|
|
|
Adapters[0].driver = "Display";
|
|
Adapters[0].description = "Direct3D HAL";
|
|
|
|
/* Use the VideoRamSize registry setting when set */
|
|
if(wined3d_settings.emulated_textureram)
|
|
Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
|
|
else
|
|
Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
|
|
Adapters[0].UsedTextureRam = 0;
|
|
TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
|
|
|
|
/* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
|
|
DisplayDevice.cb = sizeof(DisplayDevice);
|
|
EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
|
|
TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
|
|
strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
|
|
|
|
attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
|
|
GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
|
|
|
|
Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
|
|
cfgs = Adapters[0].cfgs;
|
|
PUSH1(WGL_RED_BITS_ARB)
|
|
PUSH1(WGL_GREEN_BITS_ARB)
|
|
PUSH1(WGL_BLUE_BITS_ARB)
|
|
PUSH1(WGL_ALPHA_BITS_ARB)
|
|
PUSH1(WGL_DEPTH_BITS_ARB)
|
|
PUSH1(WGL_STENCIL_BITS_ARB)
|
|
PUSH1(WGL_DRAW_TO_WINDOW_ARB)
|
|
PUSH1(WGL_PIXEL_TYPE_ARB)
|
|
PUSH1(WGL_DOUBLE_BUFFER_ARB)
|
|
PUSH1(WGL_AUX_BUFFERS_ARB)
|
|
|
|
for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
|
|
res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
|
|
|
|
if(!res)
|
|
continue;
|
|
|
|
/* Cache the pixel format */
|
|
cfgs->iPixelFormat = iPixelFormat;
|
|
cfgs->redSize = values[0];
|
|
cfgs->greenSize = values[1];
|
|
cfgs->blueSize = values[2];
|
|
cfgs->alphaSize = values[3];
|
|
cfgs->depthSize = values[4];
|
|
cfgs->stencilSize = values[5];
|
|
cfgs->windowDrawable = values[6];
|
|
cfgs->iPixelType = values[7];
|
|
cfgs->doubleBuffer = values[8];
|
|
cfgs->auxBuffers = values[9];
|
|
|
|
cfgs->pbufferDrawable = FALSE;
|
|
/* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
|
|
if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
|
|
int attrib = WGL_DRAW_TO_PBUFFER_ARB;
|
|
int value;
|
|
if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
|
|
cfgs->pbufferDrawable = value;
|
|
}
|
|
|
|
cfgs->numSamples = 0;
|
|
/* Check multisample support */
|
|
if(GL_SUPPORT(ARB_MULTISAMPLE)) {
|
|
int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
|
|
int value[2];
|
|
if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
|
|
/* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
|
|
* value[1] = number of multi sample buffers*/
|
|
if(value[0])
|
|
cfgs->numSamples = value[1];
|
|
}
|
|
}
|
|
|
|
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
|
|
cfgs++;
|
|
}
|
|
|
|
/* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
|
|
* mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
|
|
* but just fake it using D24(X8?) which is fine. D3D also allows that.
|
|
* Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
|
|
* that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
|
|
* driver is allowed to consume more bits EXCEPT for stencil bits.
|
|
*
|
|
* Mark an adapter with this broken stencil behavior.
|
|
*/
|
|
Adapters[0].brokenStencil = TRUE;
|
|
for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
|
|
/* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
|
|
if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
|
|
Adapters[0].brokenStencil = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
fixup_extensions(&Adapters[0].gl_info);
|
|
|
|
WineD3D_ReleaseFakeGLContext();
|
|
|
|
select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
|
|
select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
|
|
fillGLAttribFuncs(&Adapters[0].gl_info);
|
|
init_type_lookup(&Adapters[0].gl_info);
|
|
Adapters[0].opengl = TRUE;
|
|
}
|
|
numAdapters = 1;
|
|
TRACE("%d adapters successfully initialized\n", numAdapters);
|
|
|
|
return TRUE;
|
|
|
|
nogl_adapter:
|
|
/* Initialize an adapter for ddraw-only memory counting */
|
|
memset(Adapters, 0, sizeof(Adapters));
|
|
Adapters[0].num = 0;
|
|
Adapters[0].opengl = FALSE;
|
|
Adapters[0].monitorPoint.x = -1;
|
|
Adapters[0].monitorPoint.y = -1;
|
|
|
|
Adapters[0].driver = "Display";
|
|
Adapters[0].description = "WineD3D DirectDraw Emulation";
|
|
if(wined3d_settings.emulated_textureram) {
|
|
Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
|
|
} else {
|
|
Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
|
|
}
|
|
|
|
numAdapters = 1;
|
|
return FALSE;
|
|
}
|
|
#undef PUSH1
|
|
#undef GLINFO_LOCATION
|
|
|
|
/**********************************************************
|
|
* IWineD3D VTbl follows
|
|
**********************************************************/
|
|
|
|
const IWineD3DVtbl IWineD3D_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DImpl_QueryInterface,
|
|
IWineD3DImpl_AddRef,
|
|
IWineD3DImpl_Release,
|
|
/* IWineD3D */
|
|
IWineD3DImpl_GetParent,
|
|
IWineD3DImpl_GetAdapterCount,
|
|
IWineD3DImpl_RegisterSoftwareDevice,
|
|
IWineD3DImpl_GetAdapterMonitor,
|
|
IWineD3DImpl_GetAdapterModeCount,
|
|
IWineD3DImpl_EnumAdapterModes,
|
|
IWineD3DImpl_GetAdapterDisplayMode,
|
|
IWineD3DImpl_GetAdapterIdentifier,
|
|
IWineD3DImpl_CheckDeviceMultiSampleType,
|
|
IWineD3DImpl_CheckDepthStencilMatch,
|
|
IWineD3DImpl_CheckDeviceType,
|
|
IWineD3DImpl_CheckDeviceFormat,
|
|
IWineD3DImpl_CheckDeviceFormatConversion,
|
|
IWineD3DImpl_GetDeviceCaps,
|
|
IWineD3DImpl_CreateDevice
|
|
};
|